FULLTEXT02
FULLTEXT02
of technology
Academic Dissertation which, with due permission of the KTH Royal Institute of Technology,
is submitted for public defence for the Degree of Doctor of Philosophy on Tuesday the 14th
September 2021, at 9:00 a.m. in Room 4636, Lindstedtsvägen 5, Stockholm
ISBN 978-91-7873-915-8
TRITA-EECS-AVL-2021:44
~
<Tao Te Ching> Lao Tzu
知⼈人者智 自知者明
《道德经》老⼦子
安宁来自内⼼心 勿向外求
~
In memory of
Abstract
Abstract ∣ 3
practiced the idea of Chinese “Wu Hua” aesthetics and the approach of
“externalizing the self to an incarnation” in two design projects. As a result, this
thesis contributes to a design concept of “non-judgmental interaction” and some
design tactics. Non-judgmental interaction means that 1) the representation of
biodata avoids producing subjective judgments of bodily conditions; 2) the
interaction between artifacts and participants avoids provoking strong
emotional reactions. I have formulated three design tactics of designing physical
interactive artifacts for non-judgmental interaction: 1) designing aesthetic
representations to match the properties of sensed biodata, 2) engaging rhythmic
bodily interaction, 3) setting a quiet and proper space.
Based on the Research through Design (RtD) process, in-situ studies and
autobiographical design, I suggest externalizing bodily rhythms in aesthetic
forms and designing non-judgmental interaction with physical interactive
artifacts to hold people’s interest, anchor their attention and increase
engagement, especially for novices to mindfulness practice. I put my designs
into real use in certain settings (e.g. an everyday-use scenario in a home setting
and mindfulness meditation group). This practice was intended to investigate
how the designs could support people in experiencing their lived bodies
mindfully, without conscious judgment, instrumental manipulation or goal-
setting activities. Moreover, I shared the failures and insights from the practice
for reflection and discussion. As a whole, this thesis attempted to explore the
interaction of design with biodata for mindfulness, which might inspire future
research.
Swedish Abstract ∣ 4
Swedish Abstract
Sammanfattning
“Det kvantifierade jaget”-rörelsen och självspårningsteknik inom personlig
informatik öppnar upp möjligheter för användarna att ta hand om sin hälsa och
sitt välbefinnande. Hittills har forskningen studerat hur man kan använda
biosensitiv teknologi för att bevaka människors hälsotillstånd och förändra
deras beteende. Ur designperspektiv har interaktiv design med användning av
biodata många möjligheter.
Det finns ett växande intresse för mindfulness på grund av dess potentiella
värde som en välbefinnandepraktik som kan leda till bättre livskvalitet.
Mindfulnessrörelsen, som uppmanar till en accepterande och icke-dömande
inställning till kroppen, självet och livet, för med sig en attityd av medveten
närvaro i nuet. Under de senaste åren har det skett en dramatisk ökning av
tekniska lösningar som har att göra med mindfulness, liksom forskningsinitiativ
inom människa-datorinteraktion (HCI – Human Computer Interaction), något
som kan ses i det växande antalet akademiska publikationer inom detta område.
Dessutom har forskare börjat arbeta med mindfulness tillsammans med
interaktiv design från olika utgångspunkter och med olika syften.
I den här avhandlingen har jag försökt utforska interaktiv design med
användande av biodata ur ett mindfulnessperspektiv. Genom en analys av
tidigare forskning identifierade jag ett antal möjligheter inom 1) ett
designområde som innebär en icke-dömande medvetenhet om kroppen, 2) en
designansats som är inspirerad av kinesisk estetik, 3) ett designmaterial
bestående av fysiska, interaktiva artefakter. I arbetet med att finna användbara
designtaktiker för att verkliggöra mindfulnessbegreppet fann jag inspiration i
kinesisk wu-hua-estetik och en ansats som använts i en del dithörande
konstverk. Wu-hua erbjuder dessutom ett sätt att se kroppen som en oskiljaktig
del av resten av naturen och att leva harmoniskt med den inom ramen för en
estetisk upplevelse. Sådan inspiration fick mig att söka efter fler
designmöjligheter.
Swedish Abstract ∣ 5
mindfulness och kinesisk estetik med interaktiv design för att inspirera till sätt
att se på kroppen och designa med biodata. Det andra bidraget är ett praktiskt
bidrag. Jag använde kinesisk wu-hua-estetik och ansatsen att ”låta självet få en
yttre form i en inkarnation” i två designprojekt. Denna avhandling bidrar därför
med ett designkoncept som innebär “icke-dömande interaktion” och med vissa
designtaktiker: 1) att designa estetiska representationer som matchar
egenskaperna hos registrerade biodata, 2) att stimulera rytmisk kroppslig
interaktion, 3) att etablera ett stilla och ordnat område.
Jag utgår från en ”forskning genom design”-metodik (RtD - Research
through Design), observationer på plats och självbiografisk design. Min idé är
att externalisera kroppsrytmer i estetiska former och att designa icke-dömande
interaktion med fysiska interaktiva artefakter. Avsikten är att upprätthålla folks
intresse, förankra deras uppmärksamhet och öka känslan av engagemang,
särskilt för dem som är noviser när det gäller utövande av mindfulness. Jag
använde mina designer på riktigt i specifika miljöer (t.ex. ett scenario för dagligt
bruk i hemmiljö och i en meditationsgrupp som använder mindfulness). Denna
praktiska tillämpning avsåg att undersöka hur designen kunde stöda en
mindfullnessupplevelse av personernas levda kroppar, utan medvetet dömande,
instrumentell manipulering eller målinriktade aktiviteter. Dessutom har jag
delat med mig av misslyckanden och insikter från den praktiska tillämpningen
för reflektion och diskussion. Sammantaget har denna avhandling försökt
utforska interaktionen mellan design och biodata till stöd för mindfulness, något
som kan inspirera framtida forskning.
Chinese Abstract ∣ 6
Chinese Abstract
《正念设计——中国美学启示下的⽣生理信息交互设计探索》
朱 滨 瑞典皇家理⼯工学院
论⽂文摘要
在健康信息领域,量化自我运动及自我追踪技术为个⼈人健康管理提供了⼴广阔
的空间。通过传感等相关技术,研究者们探索如何更准确地监测身⼼心健康,改变
用户⾏行为。从设计的角度,⽣生理信息的交互设计具有多样化的设计可能和⼴广阔的
设计空间。
正念因其帮助身⼼心健康、提升⽣生活品质的潜在益处,备受关注。正念旨在专
注地觉察当下,用开放、接纳和非评判的态度对待身体、⽣生命和⽣生活。近年来,
在⼈人机交互领域,与正念相关的技术和研究发展迅速,从学术发表的数量上可见
⼀一斑。与此同时,研究者们正致⼒力于从不同维度和目标出发,将正念融⼊入交互设
计学科,进⾏行探索性研究与应用。
我的博⼠士论⽂文尝试以正念的视角研究⽣生理信息的交互设计。基于对以往相关研究
的分析总结,我认为在以下研究领域仍有空白,值得深度探索:
1)对身体和⽣生理信息“非评判”态度的正念设计空间
2)受中国美学启发的正念设计⽅方法
3)以实体互动为设计媒介的正念应用实践
为了进⼀一步实践正念的理念,找到可循的设计策略,我引用了中国美学概念
“物化”,并参考了“物化”在艺术创作中的应用⽅方法。“物化” 以审美的态度和谐关
照身体,体现了中国美学“天⼈人合⼀一”、“物我合⼀一”的⽣生命态度 。在东⽅方智慧的启
发下,我努⼒力探索和尝试更多的设计可能,结合⼈人机交互的科技⼿手段,应用于现
代⽣生活。
该博⼠士论⽂文主要围绕以下研究问题:
在中国美学启示下,如何正念地设计⽣生理信息?
该研究⼯工作可归纳为两⽅方面的主要贡献。第⼀一层为理念上的贡献。具体⽽而⾔言,
我将正念和中国美学相结合,以审美的态度,非评判地接纳和关照身体,从“控制
管理身体”向“尊重欣赏身体”转变,提出⼀一种新的⽣生理信息设计理念。第⼆二层贡献
体现在设计⽅方法与应用实践。我将“物化”的美学概念和“化身”的艺术⽅方法应用于
Chinese Abstract ∣ 7
两个设计项目中,通过设计实践,创新提出“非评判互动”的设计理念和相应的设
计策略。“非评判互动”是指 1)⽣生理信息的设计表达避免产⽣生⼈人们对身体状态的主
观评价,2)⼈人与物(⼈人机)之间的互动避免产⽣生强烈的情绪反应。具体的设计策
略⽅方法:1)设计审美形象,匹配对应⽣生理信息的属性特征;2)融⼊入有韵律的身
体互动;3)设定安静适宜的交互空间。
我的研究主要通过设计性研究⽅方法、实地测试、自传式设计等⽅方法,用美学
的形式表现⽣生理数据,外化身体韵律,通过实体交互媒介,设计非评判互动,从
⽽而吸引⼈人们的兴趣,稳定注意,增强参与感和体验感,特别是针对正念实践的初
学者,具有重要的研究价值和意义。我的设计已在真实场景中实践,如应用于居
家环境下的个⼈人日常正念练习和正念团体冥想课程等。这些应用实践旨在探讨正
念的设计如何更好的帮助⼈人们不带评判地觉察当下,体验身⼼心感受,从⽽而减少主
观评判、⼯工具化的⼲干预控制和以目标为导向驱动的⾏行为活动。
概括⽽而⾔言,我的博⼠士论⽂文尝试用正念的理念和中国美学的智慧探索⽣生理信息
交互设计,以期打开更丰富的设计空间,启发未来的研究⽅方向。在研究和设计实
践过程中,我记录了失败和成功的经验,反思总结下,在本⽂文中与读者们分享,
望批评指正,待探讨交流!
Acknowledgements ∣ 8
Acknowledgements
This particular thesis has been made possible through the support of many
people, both directly and indirectly. I would like to extend my gratitude to them
here.
Firstly, I would like to thank my supervisors Haibo Li, Anders Hedman and
Kristina Höök for their patient advice and enduring support. I am grateful to
have had them with me during my PhD journey. They introduced me to the
world of research, helped me fulfill new ideas, and encouraged me to conduct
research in a mindful way. I appreciate their supervision very much!
I would like to thank my co-authors and good friends Xiaojuan Ma, Celia
Yanqing Zhang and Jingjing Chen for discussing research, writing papers and
sharing life stories together. I learnt a lot from them indeed.
My thanks go to the friends and the master’s students who worked on some
of my projects, shared their ideas, programmed code and commiserated about
student life: Sophie Landwehr Sydow, Victor Guerrero Corbi, Shuo Feng, Tingye
Zhong, Junzhe Tian, Yaoxuan Zhu, Sepehr Amoor Pour, Silu Sun, Jiuwu Sun,
Huiting Wang, Lingyuan Yang, Yuchen Qiu, Chunyu Jiang.
Acknowledgements ∣ 9
I have been very fortunate to meet many colleagues and friends at the KTH
and Mobile Life Centre during my PhD. We have shared our daily research life,
lunch and fika (the Swedish teatime that I miss).
Marie Louise Juul Søndergaard, Karey Helms, Vasiliki Tsaknaki, Ylva
Fernaeus, Emma Frid, Jordi Solsona, Charles Windlin, Pavel Karpashevich,
Pedro Sanches, Nadia Campo Woytuk, Teresa Almeida, Ozgun Kilic Afsar, Sara
Eriksson, Mario Romero, Elina Eriksson, Filip Kiš, Hanna Hasselqvist, Cecilia
Teljas, Christiane Grünloh, Yang Zhong, Olle Bälter, Leif Dahlberg, Olga Viberg,
Jarmo Laaksolahti, Rob Comber, Andre Holzapfel, Airi Lampinen, Fredrik
Enoksson, Ludvig Elblaus, Pernilla Josefsson, Leif Handberg, Helena Tobiasson,
Kjetil Falkenberg Hansen, Anna Ståhl, Elsa Vaara, Johanna Mercurio, Pedro
Ferreira, Mattias Jacobsson, Maria Holm, Barry Brown, Moira McGregor, Oskar
Juhlin, Vincent Lewandowski, Vygandas Simbelis, Donny McMillan, Annika
Waern, Jinyi Wang, Elena Márquez Segura, Jon Back, Anna Karlsson, Marco
D’Adamo, Ruoli Wang, Sikandar Khan.
Many interesting conversations took place with the people listed above. It
would be hard to list all of their names but I have been grateful to meet them in
Sweden. A sincere thank you goes to Ann Lantz, Henrik Artman, Emanuel Borg
and Yingfang He for their kind support within KTH and our department. I
appreciate their help very much. One person I would like to mention in
particular is my colleague and friend, the excellent researcher Rebekah Cupitt.
She helped me a lot when I was new to the KTH. I would like to express my
heartfelt thanks to her.
I would also like to express my gratitude to KTH Innovation and EIT Digital.
I am grateful to have had the support from: Tom Magnergård, Anjali Virmani
Paul, Lisa Bäckman, Daniel Carlsson, Donnie Lygonis, Lenakim Arctaedius,
Göran Olofsson, Loredana Cerrato. Without them, my projects would not have
been successful and received awards.
Special thanks go to the China Scholarship Council and China Academy of Art
for the support of my studies.
I would like to extend a special note of thanks to Prof. Tony Fang, Ying Cheng
and Qingjie Sun. They supported me with their expertise and wisdom. When I
encountered difficulties in work and life, they gave me advice with patience and
Acknowledgements ∣ 10
sincerity. They had a great influence on me and I appreciate their help very
much!
感谢我的爸爸妈妈和公公婆婆,⽆无时不刻给予我关⼼心和支持,感谢你们
的理解,特别是在赶论⽂文的关键时期,⽆无微不⾄至地照顾我和孩⼦子们,这份
⽆无条件的爱让我深刻感受到⽗父母的⽆无私和伟⼤大。特别感谢我的先⽣生卢琦,
和我可亲可爱的宝贝历涟、居涟,你们是我⽣生命中的禅师,陪伴我、修炼
我、考验我,用正念的态度品味⽣生活的意义和价值。没有你们的爱,难以
修成正果。这本汇集了多年⼼心⾎血的博⼠士论⽂文是为你们所作—我挚爱的亲们!
回顾⼏几年来, 反反复复修改论⽂文的日日夜夜,是不断反思内省,重新认
识自⼰己的历程。读博⼠士做科研的困难和压⼒力,点亮了我的研究⽅方向,促使
我实验各种减压⽅方法,亲身实践正念,向内探求,由⼰己及⼈人,自利利他。
⼗十年磨⼀一剑,终于盼到了最后写致谢词的这⼀一刻,感恩所有帮助过我的⼈人,
也特别感谢自⼰己的选择和坚持。瑞典的环境⾜足以让⼈人致虚极,守静笃,静
⽣生定,定⽣生慧。以此论⽂文,作为纪念。
CONTENT
Preface ..................................................................................................... 1
Abstract .................................................................................................... 2
Swedish Abstract .................................................................................... 4
Chinese Abstract ..................................................................................... 6
Acknowledgements ................................................................................ 8
Chapter 1 Introduction .......................................................................... 13
Aims and Research Questions ................................................................................ 13
Contributions ............................................................................................................ 17
Thesis Outline ........................................................................................................... 18
Summary of Papers Included .................................................................................. 19
Papers Not Included ................................................................................................. 23
Chapter 2 Background and Inspiration ............................................... 25
Designing with Biodata ............................................................................................ 25
Ambient Displays and Abstract Visualizations ........................................................ 25
Life-like Metaphorical Visualizations ....................................................................... 26
Physical Visualizations ............................................................................................ 27
Somaesthetic Design .............................................................................................. 29
Mindfulness ............................................................................................................... 30
Mindfulness in Interaction Design Research ........................................................... 30
Digital Mindfulness .................................................................................................. 41
Mindfulness and inspirations from Chinese aesthetics ........................................... 43
Designing for Mindfulness
Chapter 1 Introduction ∣ 13
Chapter 1 Introduction
Chapter 1 Introduction ∣ 14
Chapter 1 Introduction ∣ 15
1) Biodata:
My work aims to explore a mindful way to consider biodata and the present
bodily experience by using bio-data as a shared element to connect people and
artifacts. In this thesis, I focus on the physiological data and experiment with
pulse, heart rate and respiratory data to practice mindfulness and non-
judgmental awareness of the body. The reason for choosing these types of data is
to anchor attention to the present moment – “experiencing the bodily rhythm of
heartbeat and breath”.
Chapter 1 Introduction ∣ 16
Chapter 1 Introduction ∣ 17
Contributions
Chapter 1 Introduction ∣ 18
Thesis Outline
Chapter 1 Introduction ∣ 19
Paper A
Zhu, B., Zhang, Y., Ma, X., Li, H.(2015). Bringing Chinese Aesthetics into
Designing the Experience of Personal Informatics for Wellbeing. In Proceedings
of the Conference on Design and Semantics of Form and Movement (DeSForM
2015). 289-298.
This paper aims to provide a perspective on designing the experience of
personal informatics, which is inspired by Chinese aesthetics: designing with
biodata from the perspective of body appreciation. I also make some reference
to the concept of naturalization and harmony in Chinese aesthetics, especially
the thoughts of Taoist philosopher Zhuangzi (i.e. ups and downs, stress and
depression, are as natural as the four seasons, which should not be judged as
positive or negative things). The human body is a good example of such a
harmonious and dynamic system. Complementary forces interact to form a
harmonious and dynamic system in which the whole is greater than its parts.
Chapter 1 Introduction ∣ 20
Paper B
Zhu, B., Hedman, A., Li, H. 2017. Designing Digital Mindfulness: Presence-In
and Presence-With versus Presence-Through. In Proceedings of the SIGCHI
Conference on Human Factors in Computing Systems (CHI 2017). ACM, New
York, NY, USA (Received the SIGCHI Honorable Mention Paper Award, top 5%).
In this paper, I provide a framework for considering how digital mindfulness
apps can be classified and developed according to four levels of interaction. The
existing commercially available apps are classified into three levels: 1)
“digitalized mindfulness apps”, where the existing face-to-face mindfulness
instructions are recorded and made available; 2) “personalized mindfulness
apps” that provide personalized mindfulness programs to suit different users
and their preferences; 3) “quantified mindfulness apps” with more emerging
technologies, such as wearable sensors, to create innovative interaction. Based
on the three levels, we have proposed a fourth level: a non-instrumental design
of digital mindfulness. One crucial aspect of the fourth level is that the artifacts
at this level allow for “presence-with” and “presence-in”, as opposed to
“presence-through” in the first three levels. Levels one to three can be useful for
reaching a state of presence. However, at the fourth level, we have the possibility
Chapter 1 Introduction ∣ 21
Paper C
Zhu, B., Hedman, A., Feng, S., Li, H., Osika, W. 2017. Designing, Prototyping
and Evaluating Digital Mindfulness Applications: A Case Study of Mindful
Breathing for Stress Reduction. Journal of Medical Internet Research 2017; 19(6)
e197.
The textual context of this paper is that we learned from the first design
experience and took these lessons into the next design exploration. We decided
to explore the design and evaluation approach for mindfulness applications in
the area of stress reduction.
Some western stress reduction methods, which are oriented towards
Cognitive Behavioral Therapy (CBT), emphasize behavioral changes. By contrast,
Chapter 1 Introduction ∣ 22
Chapter 1 Introduction ∣ 23
Paper D
Chapter 1 Introduction ∣ 24
2. Zhu, B., Hedman, A., Li, H. (2016). Design digital mindfulness for
personal wellbeing. In Proceedings of the 28th Australian Conference on
Computer-Human Interaction (OzCHI '16). ACM, New York, NY, USA,
626-627.
Chapter 2 Background and Inspiration ∣ 25
The research on Personal Informatics (PI) and the Quantified Self (QS)
movement drives the development of related applications, allows users to
monitor bio-data and make self-assessment (Choe, N.B. Lee, B. Lee, Pratt &
Kientz, 2014), and provides opportunities for common users to manage their
health and wellbeing (Li, Dey & Forlizzi, 2010; Li, Forlizzi & Dey, 2010). As
mobile and wearable technologies are increasingly applied in daily life, users can
learn about their physical and psychological conditions through biosensors and
body monitors. When my work started, numeric meters, bar charts and graphs
were commonly used, especially in commercial bio-sensing products (Khot et al.,
2015). As users’ self-assessments depend largely on how biodata are presented,
a question of how to design biodata displays arises. Some researchers have, for
this and other reasons, explored various design approaches of tracking and
using data in more engaging ways.
Mark Weiser and John Seely Brown (1997) pioneered calm technology and
ambient display techniques for behavioral change. Ambient displays were
designed to communicate information in the periphery of our attention,
cultivating a design paradigm that does not require focused attention or
interaction. According to Jafarinaimi et al (2005), aesthetics are a primary
property in the design and use of ambient information visualization.
Furthermore, Rogers et al. (2010) found that playful ambient displays could
nudge people to change their behaviors. They designed three representations of
people’s choice of taking the stairs or the elevator in an aesthetically pleasing
and playful manner. Then, the results of a six-month in-the-wild study indicated
that such abstract displays could evoke non-prescriptive, non-judgmental
Chapter 2 Background and Inspiration ∣ 26
reflection and suffer less from ‘display blindness’ effect (Müller et al., 2009) in
the long term.
Some ambient displays exploit abstract art to visualize behavioral data, such
as physical activities. For example, Fan, Forlizzi and Dey (2012) found that
abstract visualizations that supplement traditional graphs could increase
enjoyment and engagement with their data displays. In addition, abstract
displays are impersonal, non-prescriptive and nonjudgmental (Rogers et al,
2010). However, it may be difficult for users to understand the meaning of
abstract visualizations. Reminders or hints are needed to help keep the displays
comprehensible (Skog et al., 2003). One alternative is to adopt metaphors for
the body or the bodily activities, especially life-like ones, enabling users to build
emotional connections with the representations.
“a) At the beginning of the week – small butterflies indicate recent goal
attainments; the absence of flowers means no activity this week; b) a garden
with workout variety; c) the display on a mobile phone – the large butterfly
indicates that this week’s goal has been met”
Chapter 2 Background and Inspiration ∣ 27
Another example is Fish ‘N’ Steps (Figure 2), a fish tank-like, virtual-pet
social game for displaying data of pedometer (Lin et al., 2006). This application
calculated an individual’s daily step number and compared it with a personal
goal that had been established for each individual during pre-study phase. The
daily step counts were mapped to the growth of an animated fish avatar. The
appearance and emotions of the fish reflected user progress in meeting daily
walking goals. In addition, the fish smiled if its user achieved a predetermined
goal, and cried otherwise. By playing this social game, people could compete to
see who owns the “healthiest and happiest” fish in the tank. According to the
Transtheoretical Model of Behavioral Change (Grimley et al., 1994), this type of
intervention should support the achievement of desirable behaviors by
increasing users’ awareness of existing behaviors. The study found that a
cooperative and competitive social context was beneficial to behavioral change.
However, some users who failed to conduct desired behavior felt discouraged
and lost their sense of attachment to their virtual avatars (Lin et al., 2006). The
goal-oriented incentive can be a cause of stress and negative emotions (Zhu et
al., 2015). Some researchers have explored alternative approaches, such as
physical visualizations, to communicate biodata and enhance interactive
experience.
Physical Visualizations
Chapter 2 Background and Inspiration ∣ 28
Figure 4. Activity sculptures of running activity: a figure, a necklace, a lamp and a jar
(Stusak et al., 2014)
Chapter 2 Background and Inspiration ∣ 29
Somaesthetic Design
Chapter 2 Background and Inspiration ∣ 30
Mindfulness
1
Mindfulness-based stress reduction (MBSR) is broadly used for stress relief and wellbeing as “a
2
Mindfulness-based cognitive therapy (MBCT) is a group-based clinical intervention program
designed to reduce relapse or recurrence of major depressive disorder (MDD) utilizing systematic
training in mindfulness meditation combined with cognitive-behavioral methods (Piet and
Hougaard 2011). It was created as a relapse prevention treatment aiming for decentering and
Chapter 2 Background and Inspiration ∣ 31
disengaging from self-criticism and negative thinking patterns through the modification of
dysfunctional thinking (Piet and Hougaard 2011).
Chapter 2 Background and Inspiration ∣ 32
Chapter 2 Background and Inspiration ∣ 33
dimensions of attention and affect the distribution of attention across the visual
field by altering image properties and modifying linear perspective in the VR
environment. As shown by the results, the tool increased the participants’
perception of awareness and provided a more spacious perspective.
Chapter 2 Background and Inspiration ∣ 34
visual, auditory and haptic stimuli. Furthermore, the stimuli could be modified
adaptively according to the user’s reaction and experience. For example, in
Fovography, the image of the candle became wider as the user focused on it
(Figure 9) (Langford et al., 2018). In the Virtual Meditative Walk (Gromala et al.,
2015), the weather was modified with the patient’s changing arousal levels
tracked by the GSR (Galvanic Skin Response) sensors. As the patient’s arousal
levels increased, the fog became thicker (Figure 10 Left). When patients
approached a meditative state, the fog dissipated (Figure 10 Right).
Chapter 2 Background and Inspiration ∣ 35
change color, frequency and intensity through six multicolor LEDs. Meanwhile,
soft pulsating vibrations would respond to the heartbeat when people held the
sphere. The user study showed that the interaction between people and the
physical artifact facilitated the learning of mindfulness capability by lowering
the motivational barriers and increasing engagement in mindfulness therapeutic
treatment. The sphere played an important role as a companion of practicing
mindfulness and helped novices enhance their self-identity (Thieme et al., 2013).
Physical artifacts afford a sense of presence in daily life. Similar work based
on physical artifacts to support mindfulness has been explored, for example, the
Sprite Cacher (Figure 12), a handheld interactive tool for treating depression
through self-reflection (Barker and Van Der Linden, 2017); Lotus, a plant-like
device to guide mindful breathing exercises for reducing stress (Figure 13)
(Chinareva et al., 2020); the Soma Mat and Breathing Light (Figure 6) for
increasing the awareness of internal sensations through somaesthetic design
(Höök et al. 2016). Overall, these designs increased interactivity and afforded
presence through bodily engagement in practice. In particular, the haptic
feedback from physical artifacts helped people to maintain a high level of
concentration in the present moment (Thieme et al., 2013; Jonsson et al., 2016).
Moreover, the physical artifacts could act as a companion for mindfulness
practice or a tool for memory recall for mindful reflection (Akama et al., 2017).
Other researchers found that people were likely to build stronger emotional
relationships with physical mementoes compared with digital ones (Petrelli and
Whittaker, 2010; Barker and Van Der Linden, 2017). These findings supported
me to explore the physical artifact as the medium in my design context for
mindfulness.
Chapter 2 Background and Inspiration ∣ 36
Figure 12. Sprite Catcher (Barker and Van Der Linden, 2017)
Chapter 2 Background and Inspiration ∣ 37
Figure 14. The mobile app PAUSE (Cheng, Lucero, and Buur, 2016)
Chapter 2 Background and Inspiration ∣ 38
Chapter 2 Background and Inspiration ∣ 39
such applications are difficult to use widely in everyday settings. In this regard,
researchers have been exploring strategies without using any dedicated add-on
accessories. Niksirat et al (2019) exploited continuous finger movement on
smartphone touchscreens to detect attention without attaching any dedicated
sensors. In future, advanced sensing technologies will be designed to provide
people with better user experiences.
Display technologies offer opportunities to practice mindfulness in different
kinds of media: from the screens of desktop computers through to mobile
devices, from on-screen displays to VR head-mounted displays, from 2D to 3D,
from screen-based interaction to peripheral interaction, from the virtual to the
physical environment. Based on the different types of media, rich interactions in
visual, audio, haptic and other modalities have been explored to display and
augment information. Although rich interactions may enhance the sense of
presence and increase engagement, interactions with overloaded information
could also be regarded as distractions and a hindrance to mindfulness. As
argued by Laurie and Blandford (2016), interactive technology-based
interventions might become distractions of mindfulness without the
considerations of individual need, situation and preference. The balance
between minimalism and richness in the interaction design for mindfulness
should be taken into account (Terzimehić et al., 2019).
Sensing and display technologies bring more possibilities for designing novel
mindfulness practices. Nonetheless, one limitation is that some sensing and
display devices should be set in a specific environment (e.g. a lab setting) and
people need special access to use them. With this consideration in mind, some
researchers designed physical artifacts that could be used in everyday life to
create more present experiences, such as the kitchen blender (Van Rheden and
Hengeveld, 2016) and mindful juicer (Grosse-Hering et al., 2013). Besides, some
researchers regarded the body as a resource of design and placed the body at
both ends of the interaction experience as a sensor and actuator (Höök, 2019;
Alfaras et al., 2020; Daudén Roquet and Sas, 2020). The design medium and
material for a lower barrier to practicing mindfulness is worthy of further
exploration.
Chapter 2 Background and Inspiration ∣ 40
interpret and utilize theories but also contribute to improving them. Beyond that,
theories from HCI and other disciplines help enrich the design space.
PAUSE, the mindfulness mobile app (Cheng, Lucero, and Buur, 2016), was
designed based on two physiological theories – Relaxation Response (Benson,
Beary, and Carol, 1974) and Attention Restoration Theory (Kaplan, 1995). The
researchers drew on these theories to inform how to detect user’s attention
through slow and repetitive finger movement on touchscreen and provide
meaningful feedback without interrupting the meditative state of users
(Salehzadeh Niksirat et al., 2017). Meanwhile, Attention Restoration Theory
(Kaplan, 1995) guided their design of single audio-visual stimulus as an anchor
for effortless reflection. For example, amorphous bubbles, the sound of ocean
waves and bird songs with a repeating and soothing loop trained people to be
mindful through slow, mindful interactions.
Laurie and Blandford (2016) adopted the Reasoned Action Approach
(Fishbein and Ajzen, 2011) as a conceptual framework for guiding data gathering
and analysis in their study of Headspace (the mindfulness mobile app). The
Reasoned Action Approach describes how environmental factors, skills and
abilities affect the possibilities for intentions becoming actions. It contributes to
synthesizing research on thought processes and deepening the understanding of
the behavior change in using mindfulness-related apps.
Theories are helpful for guiding design for mindfulness. In addition,
intermediate-level knowledge plays an important role in building a bridge
between theory and design practice. Höök and Löwgren (2012) emphasized the
importance of intermediate-level knowledge in interaction design research.
Furthermore, they argued that the knowledge constructed from design-oriented
research practice is more abstract than particular instances, but does not need to
be within the scope of generalized theories. Designers and researchers can
appropriate the intermediate-level knowledge in the creation of new design
instances. The combination of mindfulness and interaction design is a relatively
new field. In this research area, intermediate-level knowledge (e.g. design tactics)
is needed to fill the gap between general theories and design instances. In
addition, the construction of intermediate-level knowledge will help researchers
and designers communicate better and, in turn, generate more knowledge.
Meanwhile, diverse research methods might contribute to more design
possibilities. Apart from in-situ studies (Thieme et al., 2013; Chen et al., 2018),
some researchers used design fiction when designing technologies for
mindfulness (Cox et al., 2016). The science fiction writer Bruce Sterling coined
the term “design fiction” and defined it as “the deliberate use of diegetic
prototypes to suspend disbelief about change” (Blythe, 2014). Through design
Chapter 2 Background and Inspiration ∣ 41
Digital Mindfulness
Figure 15. Four levels of digital mindfulness (Zhu, Hedman and Li, 2017)
Chapter 2 Background and Inspiration ∣ 42
primary content. This level of digital mindfulness does not utilize any interactive
possibilities. Apps at this level may contain introductory texts, guides, video
clips, illustrations, and so on.
Apps at the second level, “Personalized Mindfulness,” refer to a class of apps
that provide personalized mindfulness programs to suit different users and their
preferences. Apps on this level can allow users to make choices or customize. In
this way, they fit the user’s needs depending on the user’s age, available time
and the setting when using the app (e.g. at home, at work, travel and dining).
Apps on the third level, “Quantified Mindfulness,” leverage natural qualities
of digital devices and more emerging technologies, such as wearable sensors, to
create innovative interaction. One of the significant distinctions is the real-time
sensing capability of user performance and adaptive feedback. On the one hand,
they support the user, not only through customizations, but also with progress
reports and various quantifications of the user’s bodily states and behaviors. To
be specific, they might measure the user’s physiological performance (e.g. ECG,
breathing pattern, GSR and EEG), as well as how often a person has meditated
in a day, and provide visualizations of such data. In this way, the users can gauge
how much they have engaged in mindful activities.
Applications on the above three levels are designed as tools for reaching a
state of mindfulness through some mediated forms. As mentioned above, the
current applications market their benefits, such as stress reduction and
relaxation. Mindfulness becomes a tool that fulfills needs on the market. In
essence, mindfulness is a way of “being” rather than “doing”. It is not goal-
driven and does not have an instrumental purpose. Instead, the use of
instrumental tools and goal achievement could hinder true mindfulness (Zhu,
Hedman, and Li, 2016).
Based on the above three levels, a fourth-level design of digital mindfulness is
proposed in our paper Designing Digital Mindfulness: Presence-In and
Presence-With versus Presence-Through (Paper B)3. The fourth-level design of
digital mindfulness is that artifacts at this level are beyond goal orientation and
instrumental orientation, but afford a mindful state that is analogous to nature
(a gateway to mindful being). Thinking about a mindful walk in nature, we allow
ourselves to become present through the aesthetic experience of being one with
nature. Nature, or some part of nature, such as a tree, is not a tool, but
something more like a gateway to mindfulness, since it allows for experiences
beyond instrumentality. At the fourth level of digital mindfulness, people have
the possibility of mindful being in/with the artifact, which is analogous to how
3
This full paper received Honorable Mention (top 5%) in the SIGCHI conference on Human
factors in computing systems – CHI 2017.
Chapter 2 Background and Inspiration ∣ 43
4
Pali is a Middle Indo-Aryan liturgical language native to the Indian subcontinent. It is widely
studied as the sacred language of Theravāda Buddhism.
5
Kabat-Zinn introduced mindfulness into a Western society context by pioneering a practice he
named mindfulness-based stress reduction (MBSR). The MBSR program applied mindfulness to
medicine, health care and other domains.
Chapter 2 Background and Inspiration ∣ 44
Figure 16. Our judgmental mind and non-judgmental awareness (from the internet)
Chapter 2 Background and Inspiration ∣ 45
Figure 17. The Chinese characters for mindfulness are “正念”: “正”is composed of the top part
“一”(means “oneness”) and the bottom part “止” (means “stop or focus”). “念”is composed of the
top part “今” (means “now”) and the bottom part “心”(signifies “heart or mind”)
6
The story of the Butterfly Dream in short:
http://www-personal.umich.edu/~dporter/sampler/Zhuangzi_trans.html
7
It can link to one of the most important and influential propositions in Chinese aesthetics as
“Tian-ren-he-yi” (Original text in Chinese:天人合一). Tian-ren-he-yi means the harmonious unity of
nature and humans.
Chapter 2 Background and Inspiration ∣ 46
attitude towards life as a whole, one should discount gain and loss, success and
failure, right and wrong, merit and demerit; forget the self and things, subject
and object, the self and others, and thereby let the self and the whole universe
blend into one” (Li, 1995, p.155). From the perspective of Zhuangzi, nothing is
particularly good or bad if the context is excluded. “Ups and downs”, “Yin and
Yang”, are as natural as the four seasons. According to him, it is not always
necessary to discriminate between the good and the bad, the positive and the
negative, the right and the wrong, even the self and other things. By diminishing
the distinctions from the judgmental mind, people have the chance to pay
attention to the present moment, get in touch with direct experience and open
up to more beauty in life.
The scholar Peimin Ni interpreted Zhuangzi’s butterfly dream: “When
Zhuangzi enjoyed watching fish or dreamed that he was a butterfly, he was
having direct aesthetic experiences. In them, forgetfulness and directness
transcended time and space and overcame the dichotomy between the subject
and the object.” (Cheng Chung-Ying, 2002, p.300). According to this reading,
this story suggests stopping thinking and conceptualizing and, instead, being
present with direct aesthetic experiences.
Scott Cook interpreted Zhuangzi and his philosophy from another
perspective: “Zhuangzi’s philosophy (Taoism) offers us the chance to learn how
to live our lives aesthetically, to appreciate that all we encounter are simply
themes and variations upon the ever-changing melody (...) For they exclude
nothing and embrace all things as equal members of a diverse and intricate
orchestra.” (Cook, 2003, p. 76) “Wu Hua” and Zhuangzi’s example echo the
concept of mindfulness.
Chinese painting adopts “Wu Hua” by seeing and depicting human beings as
being merged in part with natural scenes (Poškaitė, 2017). Some artists practice
“Wu Hua” through an aesthetic approach of “externalizing the self”. This
aesthetic approach uses living beings or objects from the natural environment,
such as animals, plants, flowers and stones, as incarnations to externalize one’s
body and personality (Figure 19). By externalizing the body and projecting the
body onto natural scenes in the context of mindfulness, the body can be viewed
in three ways. Firstly, the body can be viewed as an aesthetic object of
appreciation. People may come to accept their bodily states by enjoying the
beauty of natural scenes and feeling the rhythms of the body. Secondly, the body
can be viewed as a part of the natural environment. People may build a friendly
and interdependent relationship between the environment and the body, instead
of showing a detached attitude. Third, the body can unify with the external
world into one. As mentioned above in Chinese aesthetics “let the self and the
Chapter 2 Background and Inspiration ∣ 47
whole universe blend into one”, people may live in harmony by blurring the
boundaries between the self and other things. It can be seen that the person
achieving oneness with all things may manifest the highest realm of beauty and
reach a state of mindfulness (Li, 2010).
The famous early work of art criticism, A Record of the Famous Painters of
all the Dynasties, describes this kind of art practice as the true way (Tao) of
painting78 (Acker, 1954). The artists act Tao of painting through establishing a
particular “ecological” relationship with nature (Poškaitė 2017). They act
without acting, that is, without imposing the will or judgment on nature and
others. Poškaitė (2017) interpreted this concept from a western perspective and
named this ecological relationship “unity in separateness”.
8
“Object and self forgotten …departing from forms and leaving knowledge behind…It is what can
be called the true way (Tao) of painting”. Original text in Mandarin Chinese: 物我两忘,离形去智…
所谓画之道也 -《历代名画记》
Chapter 2 Background and Inspiration ∣ 48
Figure 19. Four paintings created by Bada Shanren (born as Zhu Da, 1626-1705), a well-known
Chinese painter and calligrapher during the Ming Dynasty.
All in all, “Wu Hua” and the aesthetic approach of “externalizing the self”
from the practice of Chinese artwork enriched my understanding of mindfulness.
Based on these inspirations, I tried to explore more possibilities for interaction
design with biodata.
Chapter 3 Methodology and Research Process ∣ 49
Methodology
Chapter 3 Methodology and Research Process ∣ 50
Fallman proposed a triangle model for interaction design research (Figure 1).
In this model, design exploration was presented as “a statement of what is
possible, what would be desirable or ideal, or j us t show alternatives and
examples, or a contribution to an ongoing societal discussion to criticize a
current state of affairs… Design exploration provides what we see as a
necessary space for aesthetic concerns in interaction design research. The
artifacts coming out of design exploration are often societal in character, and
sometimes even subversive” (Fallman, 2008).
Personally speaking, my work is a design exploration that aims to explore new
possibilities outside of the current paradigms, investigate appropriate
approaches and experiment with design practice.
Figure 1. The position of my work in Fallman’s interaction design research triangle model
(Fallman, 2008)
Some researchers have compared design research with scientific research and
pointed out the differences. For one thing, design research focuses on non-
existence and the creation of an ultimate particular, while scientific research
focuses on existence and the universal (Stolterman, 2008). According to a
different viewpoint, design research concerns on practicality, ingenuity,
appropriateness and realness, whereas scientific research emphasizes on
rationality, objectivity, neutrality and truth (Ståhl, 2014). Also, the design
Chapter 3 Methodology and Research Process ∣ 51
Chapter 3 Methodology and Research Process ∣ 52
Chapter 3 Methodology and Research Process ∣ 53
Chapter 3 Methodology and Research Process ∣ 54
Figure 2. My research journey: the development process of the final research question
and the methods overview
Chapter 3 Methodology and Research Process ∣ 55
building the system” (Neustaedter and Sengers, 2012). Here, genuine usage is
based on researchers’ true needs, rather than pretending to have the needs
expected of targeted users. In other words, researchers learn about the design
space, build and apply the design, evaluate and iterate the work based on their
own experiences.
Since the experience of mindfulness is personal and implicit, my own
experiences were embodied in the iterative design process. From the first-
person perspective, I involved myself as a researcher, a designer and a
mindfulness practitioner. The reflections on my personal inner experiences
allowed me to rethink the design for user experience, especially for bodily
experience. Meanwhile, autobiographical design helped me choose the
appropriate design context through testing the prototype on my own. In-situ
studies and autobiographical design, going hand-in-hand, played an important
role particularly in investigating mindfulness and non-judgmental awareness of
the body. More specifically, the third-person person perspective through in-situ
studies that incorporated the first-person perspective through autobiographical
design allowed me to gain a detailed and subtle understanding of my research
questions from a holistic point of view with fewer ego-oriented judgments.
In the following sections, I will describe the research process
comprehensively and explain how the above-mentioned approaches were used
in my work. Moreover, the design process for two artifacts (YU and HU) is
presented here in detail. The process for formulating the research questions and
the selection of methods are set out in Figure 2.
Chapter 3 Methodology and Research Process ∣ 56
findings was that the display biodata in commercial bio-sensing products was
repeatedly in the same form: using numerical meters, bar charts and graphs. In
the interview, I found that although the numbers and graphs could be displayed
and read easily, some people did not easily understand such data
representations. Faced with the numbers that indicate their unhealthiness, some
users felt discouraged and stopped using those systems. When people
encountered undesired displays and could not find any solution from the device,
they would experience negative emotions and decrease their engagement. The
weakness might derive partly from the limitation of sensing technology, but
largely from the way of displaying the biodata.
Together with the field study, the literature review opened my mind and
provided me with new insights. At that time, some scholars in HCI realized these
issues in QS and investigated different design possibilities. Additionally, two
studies exerted a great impact on me: the reflection of Boehner et al. (2007) on
measurement and designing for emotions and the research of my co-supervisor
Kristina Höök (2008, 2009) on affective loops. Their studies explored an
alternative perspective of the body: one that is ‘dynamic, culturally mediated,
and socially constructed’. Furthermore, they argued that it was important to
support people in understanding, interpreting, and experiencing their own
bodies. The focus thus moved from the body as an objective, externally
measurable unit to the lived body as the core of experience in the interaction
design. Based on the initial exploration using methods such as literature review,
observation and interview, the research space was opened up and then narrowed
down to experience-oriented design. Meanwhile, the research data ranged from
general biodata to physiological data (e.g. cardiovascular signals and
respiration). Accordingly, the research question evolved from the general initial
question to a more specific question: “how can we design the display of
physiological data to achieve an experience-oriented interaction?”
From the literature review, I found that some researchers, designers and
artists had been pioneers in designing for bodily experience. Artistic
visualizations, ambient displays, physical visualizations, somaesthetic design
and many different forms had been adopted to communicate biodata. Unlike the
conventional numerical meters, bar charts and graphs, the experience-oriented
displays were more engaging and reflective, allowing users to increase their
bodily awareness and enhance the experience. In addition, the literature review
was a good start to open the design space by providing the alternatives of the
experience-oriented design in terms of technologies, materials and modalities.
I started my design experiments through the process of Research through
Design. The motivation came partly from the research aim, but more from my
Chapter 3 Methodology and Research Process ∣ 57
personal situation. At that time, I was diagnosed with thyroid disease and
needed to measure my heart rate and blood parameters regularly to adjust the
dose of medication. With this opportunity, I gained a deeper understanding of
biodata measurement and how the data was displayed. In addition, I tried
different ways of measuring my heart rate, such as calculating my pulse with
professional heart rate monitors and personal wearable devices. Based on the
long-term personal experience and empirical studies, I found some
opportunities in: 1) designing the display of biodata that would enable people to
focus on the present bodily experience as it unfolds in real-time, 2) translating
biodata into an aesthetically pleasing sensation to balance the bodily experience
and the comprehensiveness of the visual encoding, 3) building physical artifacts
that would take us differently from what is offered by software-based and
screen-based interactions.
These opportunities motivated me to explore more design possibilities for
displaying the heart rate. After exploring different visualization forms and
representations (e.g. using plants, flowers and weather), I realized that it was
not sufficient to focus only on the visual experience by translating heart rate
data into an aesthetically pleasing interface. More importantly, the design with
biodata should be motivated by a particular way of viewing the body, instead of
merely focusing on visual appeal.
At that point, my main supervisor, Haibo Li, suggested that I combine
Eastern philosophy, Chinese aesthetics and my cultural background with my
research endeavor. Under his encouragement and advice, I investigated
aesthetics and started explorative design work. Later on, he invited Anders
Hedman to co-supervise me. Exerting a great influence on me, Anders Hedman
advised me to go beyond the instrumental stance of designing with technologies.
The investigations opened design space and possibilities for designing with
biodata from a perspective of mindfulness. Personally, I have practiced Tai Chi
and meditation for years, which provided me with a way to balance the stress of
my PhD life. Mindfulness attracted my interest to seek an alternative way to
balance work and life.
To gain a deeper understanding of mindfulness from a scientific perspective,
I took an eight-week mindfulness training program at the Karolinska Institute,
Sweden. The training was mainly focused on mindfulness-based stress reduction
(MBSR) and embodied practices. Maria Niemi, an assistant professor in the
Department of Public Health Sciences (PHS), served as the instructor. She is a
professional mindfulness coach, also conducted research on mindfulness and
health. Thanks to her support and inspiration, my understanding of mindfulness
was deepened. In the years that followed, I practiced mindfulness and
Chapter 3 Methodology and Research Process ∣ 58
YU is an experimental project for displaying the heart rate data. I led this project
and worked with Sophie Landwehr Sydow and Victor Guerrero Corbi (master’s
students at that time). We designed and developed a working prototype named
YU, which means fish in Mandarin Chinese. We named it YU, as it displays an
interactive fish whose movements reflect the heart rate of users. We
experimented with displaying YU in various everyday settings. For example, YU
was integrated into a lamp, a smart watch and a mobile phone. It could also be
hung on the wall in a living room as an interactive painting. The final prototype
displayed the virtual fish that was projected onto a real aquarium. We imported
real-time heart rate measurements from the user to Unity 3D to generate a live,
animated, swimming red fish displayed in the real water.
The design ideal was to avoid setting goals and displaying any distinction
between “good” or “bad” indicators of the heart rate measurements. Through the
YU project, I explored the research question of how we can design artifacts that
Chapter 3 Methodology and Research Process ∣ 59
communicate biodata for experiencing the body without the potential stress of
achieving goals.
Chapter 3 Methodology and Research Process ∣ 60
Creation of
How can we User testing and 1) Mapping heart
data-
design the interviews rate to the speed of
representatio
mapping the fish movement
n mappings 8 participants:
between heart
2) Designing the
rate data and 4 Swedish (2 female and 2
range of speed
the male subjects aged
carefully, so that
metaphorical from18 to 60) and 4
the difference in
representation? Chinese (2 female and 2
the changing heart
male subjects aged from
rate could be
20 to 42)
noticed.
Chapter 3 Methodology and Research Process ∣ 61
13 participants:
3) YU as an
aquarium
The research process for YU consisted of several phases. Here, I will present
some important phases: 1) surveying existing physiological data displays, 2)
choosing representations for physiological data (pulse and heart rate), 3)
creating mappings between physiological data and representations, and 4)
prototyping of the YU system (Table 1). The corresponding research questions,
methods and outcomes are indicated in Table 1 to show how these in-situ
studies took place. In Chapter 4, I will describe the details of the RtD process
and my reflections.
Apart from empirical user trials, I used autobiographical design and involved
my personal experience in the research. When I experienced the interaction with
YU and used it on a daily basis, the interaction became an enjoyable routine. I
took more care of YU and consequently took more care of myself, which met the
design intention to some extent. However, it was still difficult to avoid a goal
orientation – measuring the body for wellbeing. Especially when the fish swam
faster and faster, some people felt anxious and concerned about their bodily
Chapter 3 Methodology and Research Process ∣ 62
conditions. Obviously, such a result could not achieve my design ideal. The
reasons could be the life-like representation and the inappropriate context of
involving biodata. More analyses and reflections on the design process will be
presented in Chapter 4. Taking the lessons from the project YU, I went on to
start another experimental project – HU.
The aim of the project HU was to rethink breath in the context of mindful
breathing. This project was named HU (meaning exhalation in Chinese), as it
was designed for supporting breathing mindfulness. How could the sense of
fleeting, temporality and beauty of breathing in the present moment be
represented and communicated for mindfulness? Inspired by the ancient
Chinese incense furnace, I designed a physical device that could mirror human
breath through vapor, light and sound. There is no screen on this device. To
mirror respiration patterns, I experimented with different materials and
modalities, such as vapor, sound and light. The prototype was built based on a
humidifier and the rhythm of vapor. Beyond that, I also experimented with the
prototype emitting light and breathing-synchronized sounds (ocean waves and
human breath) to mirror one’s respiration according to breath frequency. When
people exhale, HU expels vapor and its light dims. When people inhale, its light
brightens. Overall, the process of making and testing the prototype helped me
understand how different materials and modalities could support mindful
breathing. In this project, Tingye Zhong and Shuo Feng (master’s students at
KTH at that time) contributed their creativity and assisted with prototyping, as
well as the user study.
Chapter 3 Methodology and Research Process ∣ 63
5 experienced mindfulness
meditators, 5 beginners
and 15 people lacking
experience of mindfulness
or meditative practice.
Chapter 3 Methodology and Research Process ∣ 64
The second
What is Empirical user trial 1) According to the
prototype
the user through observation and participants, HU, especially
HU
experience semi-structured interview the vapor, created a nice
(compared
of HU? atmosphere for mindfulness
with the 14 participants used HU in
with an aesthetic
first a quiet room for 30
experience.
prototype, minutes, and then
Chapter 3 Methodology and Research Process ∣ 65
Chapter 3 Methodology and Research Process ∣ 66
The first and second prototypes were investigated through empirical user
trials (Table 2). The evaluation process of the first prototype consisted of two
stages (Figure 3). Specifically, the first stage was an exploration study, in which
we tested whether the visual interaction (vapor and light) could support mindful
breathing. Furthermore, 25 participants were invited through snowball
sampling. As indicated by the results, 22 out of 25 participants (88%) thought
that vapor and light can be supportive ways to promote mindful breathing.
Vapor was found to support mindful breathing better than light, especially for
mindfulness beginners. The second stage was an experiment, in which
interactive sound was added. A package of probes (e.g. photos, self-reports and
diaries) had been deployed to collect data from five users who used HU in their
homes. Thereafter, we tested HU using not only self-assessed stress levels
through Visual Analogue Scales8 (Lesage, Berjot and Deschamps, 2012) but also
heart rate (HR) and heart rate variability (HRV)9 measurements through the
Actiheart
device10, in order to investigate the stress resilience effects (the self-
healing capacity of individuals, particularly when they confronted with stress).
Then, we compared the effect of silent HU (using light and vapor without sound)
and sonified HU (with the sound of rhythmical ocean waves) on five participants.
The results showed that there was much inter-individual variability in the
preferred settings and modes, perceived stress reduction as well as HR and HRV
measures. Subjective stress levels were statistically improved with both silent
and sonified HU. The mean value of HR using silent HU was significantly lower
than the resting baseline and sonified HU. The mean value of RMSSD using
silent HU was significantly higher than the resting baseline. After the
experiment, we performed a semi-structured interview to reflect on HU. The
goal of involving this study in my thesis is not to prove the efficacy of improving
health but to present how the results of the study helped us explore different
materials to portray the respiratory data.
8
Visual analogue scales (VAS) are often used for assessing subjective stress levels. Our
participants marked how stressed they felt on a 10 cm long line where 0 distance from the left =
No stress, 5 cm = Neutral, and 10 cm = As bad as it could be.
9
Heart rate variability (HRV) is the variability of intervals between consecutive heartbeats. It is
regarded as a performance indicator of autonomic heart rate regulation and autonomic nervous
system balance. High HRV is associated with a well-balanced autonomic nervous system, while
low HRV is associated with chronic stress.
10
The Actiheart device was used for data sampling and primary data analysis in our study. It is a
compact, chest-worn monitoring device that records HR, HRV and physical activity in one
combined, lightweight waterproof unit. For more details: Camntech. (n.d.). Actiheart-overview.
URL:https://www.camntech.com/products/actiheart/actiheart-overview. Accessed: 2016-6-12.
(Archived by WebCite® at http://www.webcitation.org/6lyJqZ3jT).
Chapter 3 Methodology and Research Process ∣ 67
Walter Osika and Malena Ivarsson supported the work related to stress and
biomarkers by providing professional advice and support. Dr Osika deserved a
special mention for all of the medical assistance he has provided. He is the
director of Center for Social Sustainability in Karolinska Institute, associate
professor in clinical neuroscience and senior medical advisor at the Stress Clinic
of Sweden. With his expertise, he supervised me and suggested methods to test
the HU device. This study was published in the Journal of Medical Internet
Research (JMIR), in the domain of Medical Informatics and the Health Services
Research (Paper C). In this paper, we focused more on describing the evaluation
process, including the comparison of different evaluation methods and the
analysis of the results. During the long period while the paper was reviewed and
revised, we realized the challenge of applying RtD in the domain of health
informatics. RtD aims at opening a novel space and producing knowledge about
‘what’ can be designed and ‘how’ the design can be carried out. Therefore, the
research process, design thinking and implications for other design practices are
emphasized. Conversely, the health informatics domain focuses on proving a
hypothesis or solving an existing problem, and emphasizes systematic methods,
convincing results and validity. Thus, studies using RtD are rarely published in
the health informatics domain. Reflecting on our research journey, we realized
the opportunities and challenges involved in interdisciplinary study. It is
essential to consider appropriate methods first according to the aim and focus of
the study. Meanwhile, cooperation and partnerships among HCI researchers,
designers, engineers, neuroscientists, clinicians and social scientists are needed
Chapter 3 Methodology and Research Process ∣ 68
Chapter 4 Exploration of the Design with Biodata ∣ 69
Chapter 4 Exploration of the Design with Biodata ∣ 70
following section, I will describe the design process and the insights from the
exploration.
Design Project YU
11
We interviewed 20 people in China and Sweden (12 female and 8 male subjects between the
age of 13 and 60) to collect ideas for possible metaphors. Participants mentioned butterflies,
dogs, cats, fish, chameleons, leopards, insects and bulls, with fish (6 persons), butterflies (4
persons) and cats (3 persons) on the top of the list.
Chapter 4 Exploration of the Design with Biodata ∣ 71
In the design process, I have tried four alternatives for mapping pulse to:
1) The size of the fish
2) The color of the fish
3) The velocity of the fish
4) The twinkle frequency (pulsating glow) of the fish.
Chapter 4 Exploration of the Design with Biodata ∣ 72
The design experiment was meant to explore whether the display could offer
a different perspective of experiencing the bodily rhythm by externalizing the
pulse into an incarnation – the fish. Thus, in the user study, I observed how
people identified the fish and how they attempted to establish the connection
between the fish and their bodily experience. Thirteen participants, who were
selected through snowball sampling, took part in the user study to interact with
YU (Goodman, 1961). The participants came from Sweden (three female and
three male subjects aged from 22 to 65) and China (three female and four male
subjects aged from 22 to 89), with a range of occupations, including teachers,
designers, students, doctors, and office workers. YU was installed in places at
the choice of the participants, including their homes (six participants) and
workplace (one participant). The remaining participants came to our studio with
simulated home and office environments. The duration of testing varied
according to the installation place of the system. For those who used it at home,
the study was conducted over one week and was followed by a one-hour
interview. Those who visited our studio space spent one hour interacting with
YU and then attended a half-hour interview. In the workplace setting, the study
was carried out in the participant’s office for one day and then followed by a
one-hour interview. By analyzing the data from video materials, observations
and interviews, we summarized four thematic user experiences: attachment,
relaxation, empathy and body awareness (see more details of the findings and
reflections in Papers A and D).
The user study indicated that people’s reactions differed as the engagement
with the interaction deepened. For example, some participants expressed the
feeling of relaxation and appreciation of the fish. Some people generated a
feeling of empathy and took the fish as their pet. Meanwhile, they expressed a
willingness to take more care of the fish and appreciated the interaction as a new
way of experiencing their bodies. Their feedback met our design intention to
some extent. For some participants (one female and three male subjects who
were inexperienced mindfulness practitioners), reducing subjective judgment of
their bodily condition was difficult. Especially when the fish swam faster and
faster, these participants expressed concern and anxiety. Indeed, the results
could not achieve the design ideal. One of the reasons might be the life-like
Chapter 4 Exploration of the Design with Biodata ∣ 73
Design Project HU
Chapter 4 Exploration of the Design with Biodata ∣ 74
In the design process, light was experimented with in order to represent the
heart rate data (Figures 3 and 4). A warmer color indicated a higher heart rate,
while a cooler color reflected a lower heart rate. As shown by the results, the
connection between the light color and heart rate was ambiguous and confused
the participants. Meanwhile, the color of the light triggered the participants’
emotional responses and judgment of their bodily condition. For instance, the
red color, which was associated with an unhealthily high heart rate, made people
feel stressed. In fact, a high heart rate is not necessarily a problem. However, the
red color signaling the high heart rate may be associated with danger or
something people fear. The color of the light distracted people’s attention from
experiencing the body to thinking about the meaning of the color. In the study,
people easily judged their heart rate and health condition by interpreting the
color of light. Thus, using the color of light as the representation of the heart
rate in this context was not a suitable choice.
The color and brightness of the light were also experimented with to
represent respiratory data. Two mappings were tested: 1) a warmer color
indicating a higher frequency of breathing and a cooler color indicating a lower
frequency of breathing, 2) a higher brightness of white light indicating a higher
frequency of breathing and a lower brightness of white light indicating a lower
Chapter 4 Exploration of the Design with Biodata ∣ 75
frequency of breathing. The feedback was similar to the previous study. The
changing color evoked participants’ emotional responses and judgment of their
breathing as desired or undesired.
The results were contrary to the design intention. In addition to the displays
using light, I explored other modalities and mapping alternatives, such as sound
and vapor, to present the respiratory data (see Papers C and D).
In the user study, some participants reported that the rhythmically tuned
vapor, which was synchronized with their breath frequency, helped anchor their
focus on breathing (Papers C and D). This finding was aligned with the design
intention and motivated me to further investigate vapor as a design material for
representing respiratory data. After experimenting with vapor repeatedly in
different settings on myself and with other participants, I found that vapor was a
suitable material in the design context of mindful breathing. There are several
reasons:
5) Vapor can be experienced through not only vision but also the skin receptors.
It can communicate rich information such as humidity, temperature and smell.
6) Vapor has a similar sensual form to the airflow that connects the inside and
outside of the body when we breathe. Using vapor to represent respiratory data
brings a sense of blurring the boundary between the body and the outside world.
From this sense, it is aligned with “Wu Hua”, a state that allows oneness
including oneself and the external world.
The first prototype was tested for individual use in the home setting to
examine how HU could support mindful breathing in an everyday-use scenario.
To be specific, 25 participants aged from 23 to 60 (12 male and 13 female
subjects) were selected through snowball sampling (Goodman, 1961).
They
originally came from Sweden (10), China (7), Spain (2), the USA (2), the UK (1),
Italy (1), Australia (1) and Kenya (1) and currently all live in Sweden. They
represented a range of occupations, including teachers, students, engineers,
doctors, office workers and mindfulness coaches. Meanwhile, fifteen
participants lacked experience of mindfulness or meditative practice, five were
beginners and the remaining five participants were experienced mindfulness
meditators. HU was set in a quiet place at home. Under guidance, the
Chapter 4 Exploration of the Design with Biodata ∣ 76
participants used HU for ten to twenty minutes and then attended a semi-
structured interview. Afterwards, the participants were invited to freely install
and use the device as they wished for two days. During this stage, they described
their experiences through diaries, photos and short videos. The diaries recorded
the use conditions, including the time, place, duration and the experiences
before and after use. In this study, 22 out of 25 participants (88%) claimed that
vapor could help them focus their attention and conduct mindful breathing. As
indicated by the results, vapor was able to support mindful breathing for some
people, especially for mindfulness novices. The interaction with a physical
artifact emitting the vapor kept their interests and attention. In the view of the
participants, HU was interesting because the vapor could imitate their breath
and accompany them to breathe together. Apart from providing a visual cue, the
vapor brought a unique experience with its moisture and temperature. As some
participants reported, “I sense the humidity somehow from the vapor. It was a
very nice feeling.” Some participants also mentioned the temperature and smell
of the vapor. At the same time, some of them closed their eyes to experience the
vapor while breathing. Vision, as the dominant sense in human cognition, is
easy to distract us from the other senses. In some mindfulness practices,
beginners are required to close their eyes and remain silent to reduce
distractions. In our design context of practicing mindful breathing, rhythmic
vapor was found to relate to breathing more easily for some participants. Based
on the above-mentioned findings, vapor was finally used as a design material to
represent respiratory data in the prototype of HU.
The previous session has described how I drew on inspirations from the Chinese
aesthetics of “Wu Hua” and the practice of art in designing YU and HU. This
section illustrates how I implemented the design possibilities based on the
medium of the physical interactive artifacts.
There are many mindfulness related apps and various forms of mediated
mindfulness exercises. When my work started, screen and verbally oriented
apps predominated. I found opportunities to explore physical interactive
artifacts for more design possibilities.
Udall (1996) and Langer (1989) proposed an approach to being mindful by
using external agents to break through the established patterns of perception
and preconceptions. On this basis, Niedderer (2007) explored design as a means
of creating mindful interaction through a physical form in social contexts. In her
study, the concept of mindfulness referred to the attentiveness and
consciousness of the user towards the social consequences of actions performed
Chapter 4 Exploration of the Design with Biodata ∣ 77
with the object. As she claimed, “we can design artifacts that communicate and
cause mindfulness of others in the context of social interaction by means of a
modification of function” (Niedderer, 2007). In other words, through the
modifications of function, the physical artifacts became “performative objects”
(Niedderer, 2007) that could afford mindful awareness of the interaction and
the reflection on it. Figure 5 is an example. Niedderer redesigned cups that
require attentiveness and collaboration during drinking.
“The shape of the cups resembles a champagne glass without a stem and
base. Instead, the cups each have a little connector that enables them to be
connected and thus stand. When at least three cups are connected, they form a
stable unit. In this way, people are encouraged to explore their interactions
when using the cups.” (Niedderer, 2007)
In her research, mindful interaction was facilitated through a physical form
in a certain social context. Within the social context, she designed mindful
interaction through physical artifacts capable of disrupting consciousness in
order to break common patterns of experience and preconceptions. Inspired by
her research, I designed interactive artifacts in physical forms and let them
become more present in our daily life to afford mindfulness.
Design Project YU
In this part, I present some outcomes from the experiments and valuable
feedback from participants in the YU project. I tried to build different physical
interactions and made prototypes to understand interactive physical artifacts as
the design media (see more details in Papers A and D).
Chapter 4 Exploration of the Design with Biodata ∣ 78
read by the embedded sensor and sent to the painting. According to the
participants in the interview, bedrooms and living rooms at home could be
appropriate places to install the interactive painting, as it could possibly help
people calm down and relieve stress. Some people suggested that YU could be
used in the public spaces, such as cafes, workplaces, airport lounges, waiting
rooms and hospitals.
Figure 7. YU as a lamp
Chapter 4 Exploration of the Design with Biodata ∣ 79
Figure 8. YU as an aquarium
Design Project HU
In the design case HU, the Chinese incense furnace and the humidifier,
especially the form of the vapor, inspired me (Figure 13). In some regions of
China, humidifiers are popular as housewares and they are usually installed at
home or in the work place to maintain humidity in the air. The form of
humidifiers, especially the vapor, can be associated with calm and aesthetical
experience. I redesigned the humidifier and retained the form of the vapor as
the representation of respiratory data. The prototype of HU was finalized as an
interactive humidifier that expels vapor to mirror one’s respiration according to
the frequency of breathing (Figure 14). When people exhale, HU expels vapor.
When people inhale, the vapor vanishes. The interactive vapor with an
interaction through sensual engagement and rhythmic bodily engagement was
intended to anchor the focus on breathing and increase awareness of breathing.
The device, which was designed for accompanying people during mindful
breathing, could be used at home and in a yoga room or displayed on a desk in
the workplace.
Chapter 4 Exploration of the Design with Biodata ∣ 80
Figure 9. Design inspired by ancient Chinese incense furnace (bottom second image)
and organic shape from nature
The prototype was first tested for individual use in the home setting (Figure
11). Participants were invited to freely install and use the device in accordance
with their own preference (see more details of the study setting in Chapter 2 and
Paper C). Most of the participants sat down on the chair or sofa and installed the
device in front of them. Meanwhile, they paid full attention to the vapor and the
interaction with their breathing. After the breathing session, they liked to keep
the humidifier working beside them as a reminder of mindful breathing. As
claimed by some participants, the interaction with the vapor for mindful
breathing was a valuable add-on function in addition to the original function of
a humidifier. While creating a new approach of mindfulness practice, HU
increased the interest of some participants in practicing mindfulness in daily life,
especially for the novices (Paper C). During the process of using HU, some
people not only observed the vapor, but also blew on and even interacted with
the device using their hands. One of the participants in the user study, as a
mindfulness aid, held HU in his palms when breathing together with the device.
According to him, this holding action maintained his attention on his breathing.
Furthermore, he said: “this holding is so powerful. It’s like it lives, because
Chapter 4 Exploration of the Design with Biodata ∣ 81
Apart from individual use, HU was also used in group meditation (Figures 12
and 13). In a group breathing session of twenty people, the coach used HU as a
part of the instruction for the breathing exercise and asked students to follow
the pattern of the vapor emission. The vapor was designed as a visible cue, so
that meditation novices could synchronize their breathing in a group without
oral guidance. As pointed out by a mindfulness coach, HU offered a visual way
to illustrate different patterns for breathing exercises, which helped him guide
students in a large group. According to the feedback from his students, many
participants experienced bodily and emotional connectedness among them by
breathing together with HU. Some students even mentioned the sense of
presence, empathy and self-compassion when HU was involved in the group
mindfulness retreat. In addition, students suggested that HU could not only be
used in a co-located group, but also connect people by synchronizing their
breathing over a distance. In this scenario, there was no need to arrange a coach
and a specific place for the breathing meditation session of a co-located group.
Through this new form of interaction, HU offered the possibility of connecting
people remotely.
Chapter 4 Exploration of the Design with Biodata ∣ 82
Figure 13. HU was prepared with the meditation singing bowl (Left)
and a woman practiced mindfulness closely together with HU (Right)
Figure 14. The second prototype of HU (Left) and the third prototype of HU (Right)
The HU device was improved through an iterative process of understanding, discovery,
design and test
Reflection
Chapter 4 Exploration of the Design with Biodata ∣ 83
artifacts. Based on “Wu Hua”, some artists tried to depict things in an original
way to avoid judgment, intention, conception, ego and thoughts of bad or good.
Their art practices inspired me to design with bio-data in an aesthetic and non-
judgmental form for a mindful experience with the body. Through appreciating
the rhythms of the body without provoking subjective judgments of bodily
conditions, a person might live with their body harmoniously in the present
moment. Based on these inspirations, I call this design a non-judgmental
interaction. Generally speaking, non-judgmental interaction means that 1) the
representation of biodata avoids producing subjective judgments of bodily
conditions; 2) the interaction between artifacts and participants avoids
provoking strong emotional reactions.
Three tactics that I have explored in the design practice of non-judgmental
interaction with the interactive physical artifacts follow:
Chapter 4 Exploration of the Design with Biodata ∣ 84
form in different contexts. For instance, Odom designed everyday artifacts, such
as a domestic music player and a photobox to trigger reminiscence and
reflection on the temporalities of personal data (Odom et al., 2014, 2019, 2020).
Such designs serve different purposes, such as promoting remembrance of life
moments and sustaining relationships through slow and aesthetic experiences
across time.
Aesthetics has been extensively discussed in third wave HCI and experience-
centered design (Wright et al., 2008; Bardzell and Bardzell, 2015). In many
contexts, aesthetics is defined as beauty with the attribute of visual appeal (Lim
et al., 2007). Whereas Shusterman (2011) regarded aesthetics as an ability to
appreciate our experiences and an active skill that can be trained. He suggested
developing the perception and senses through close attention to bodily
experiences to improve this skill. Based on Shusterman’s somaesthetics, Höök
approached aesthetics as a process, a way of perceiving and attending (Höök,
2018 p139). Further, she emphasized the significance of engaging with and
improving on the aesthetics of somas: our bodies, our subjective experiences,
feelings, values and meaning-making (Höök, 2018). As she indicated,
“technological materials are only half of our design material, the other half
consists of our own somas and those of our users” (Höök, 2018 p127). In other
words, without somaesthetic appreciation abilities and attention of participants,
the aesthetic experience will be lost.
Based on the above inspirations, I used aesthetics in the exploration of
mindful experience by focusing on form-giving with technological materials, as
well as the engagement of participants and their aesthetic experience. Thus,
aesthetics in my design context was more than merely surface beauty or sensual
pleasure. Furthermore, I drew on the thoughts of Zhuangzi and “Wu Hua” that
“in direct aesthetic experiences, forgetfulness and directness transcended time
and space and overcame the dichotomy between the subject and the object, the
self and other things” (Cheng Chung-Ying, 2002; Zhu & Blocker, 1995). From
this aesthetic perspective, I used the approach of “externalizing the self to an
incarnation” and designed representations to externalize the body.
Representations in calm and aesthetic forms are intended to increase mindful
experience and diminish the subjective judgments of bodily conditions. I
suggested finding a close match between the properties of sensed biodata and its
aesthetic representation, so that participants can externalize their bodily
experience (e.g. heart beat and breath) to the aesthetic representation and
nonjudgmentally appreciate the bodily experience. For example, vapor, as a
design material, not only has calming and aesthetic properties, but also has a
similar sensual form to the airflow of breath that connects the inside and outside
Chapter 4 Exploration of the Design with Biodata ∣ 85
The second tactic involves the interaction and rhythm. Rhythm is a key
characteristic of interaction. As Löwgren (2009) described, rhythm is the beat of
interaction that can range from the sub-second pacing of musical interaction to
the hour-scale ebb and flow of peripheral emotional communication. Here,
rhythm is regarded as the tempo or pace 12 of interplay and collaboration
between a user and a system.
In my design context, rhythm was involved as an important quality in the
interaction to trigger rhythmic repetition of bodily engagement (e.g. abdominal
breathing, repetitive finger tapping on the surface of the device) in order to
anchor attention and support mindfulness. This tactic of engaging rhythmic
bodily interaction has been used by other researchers in different contexts. For
example, Cheng and his colleagues (2016) exploited slowness and repetitiveness
parameters of user's action with audio-visual feedback for attention regulation.
Inspired by the movement practices from Tai Chi for improving concentration,
they proposed Mindful Touch as an interaction style to anchor attention in slow,
continuous finger movements on smartphone touchscreens. Similarly, Van
Rheden and Hengeveld (2016) found that the rhythm and pace of task actions
enhance mindfulness in interaction. Based on this finding, they designed a
mindful kitchen blender that required users to focus on a steady pushing rhythm
12
As Lim et al. (2007) described, “pace refers to the rate of moving or the relative speed of
change. Tempo. A combination of different rates of paces may create some kinds of rhythms”.
Chapter 4 Exploration of the Design with Biodata ∣ 86
so as to keep the blender going at a constant speed. Höök and her research team
proposed the quality of intimate correspondence in Somaesthetic Appreciation
Design, namely, feedback and interactions following the rhythm of the body
(Höök et al., 2016). Furthermore, they indicated that immediacy and
synchronization is key in building a correspondence relationship between a
participants and an artifact. In other words, the interactive artifact can be
designed as an extension of the body in a way that synchronizing the rhythms of
the body with immediate feedback (Höök 2018; Ingold 2011).
Engaging rhythmic bodily interaction with rhythmically tuned feedback was
highlighted as an important design tactic of non-judgmental interaction and
demonstrated the specific context of practicing mindful breathing with an
interactive physical artifact. In order to increase bodily engagement, the final
prototype of HU was designed as a hand-held physical device. When people held
and touched the device, the device emitted the rhythmically tuned vapor that
was synchronized with their breathing frequency. More specifically, participants
had to pay full attention to their breathing by tapping fingers on the device to
synchronize the rhythm of the vapor with their own breath. The pace of the
vapor in this case was carefully designed as synchronized and immediate
feedback of their bodily engagement, so that participants felt it as an extension
of their body and a mirror of their breath. This design tactic also echoed the
practice of conventional mindfulness. For example, praying with mala beads
requires people to remain aware of the sensation on their fingers and beads
through attention to slow and repetitive movement. Particularly, rhythmic
finger movements and haptic feedback from physical artifacts help people to
maintain a high level of concentration via bodily engagement and let go of the
automatic judgments. In other words, the rhythmic bodily engagement pulls the
attention back to the “here and now” from the wandering thoughts and
judgmental minds (Kabat-Zinn, 2003).
The third tactic is associated with the setting of the artifacts and related
interactions. It is better to use the artifact in a quiet and undisturbed space, so
as to reduce distraction from the environment on people’s attention. For
example, the fish aquarium was set up at home and in the private office room for
the YU project. The HU device was also tested in quiet places, such as a yoga
room, waiting room, home and private office. In an undisturbed environment,
people have the chance to experience the present moment with their bodies and
the artifact.
Chapter 4 Exploration of the Design with Biodata ∣ 87
Chapter 4 Exploration of the Design with Biodata ∣ 88
13
Attributing human characteristics to something that is nonhuman.
14
Having a similar structure or function.
Chapter 4 Exploration of the Design with Biodata ∣ 89
their aesthetic taste and judgment. In my design practice, it was found that the
background of participants (e.g., their culture) influenced their aesthetic
preferences in selecting appropriate incarnations for their bodies. For instance,
Chinese participants were more inclined to select fish as a metaphoric
representation. Among the western participants, those who used to have
aquarium at home found it easier to relate their body to the fish avatar. In
addition, their aesthetic preferences affected the experience of viewing biodata
displays. These findings supported the argument of Li and Cauvel that an
accumulation of historical aesthetic experience produces the formation of
aesthetic taste (Li and Cauvel, 2006). Due to the limited time and resources for
each project, I only focused on the aesthetic features favored by Swedish and
Chinese subjects. In the next chapter, I will reflect on the design exploration
with more discussion.
Chapter 5 Conclusions and Discussions ∣ 90
Chapter 5 Conclusions and Discussions ∣ 91
Chapter 5 Conclusions and Discussions ∣ 92
Chapter 5 Conclusions and Discussions ∣ 93
In the design process for YU, I found a trade-off between the aesthetic
experience and the emotional reaction. For instance, the aesthetical pleasure
could be created with a simulated living being (the fish). Nonetheless, as the
engagement of the interaction deepened, the emotional reaction and the chances
of judgmental interpretations would come to predominate, due to the effect of
anthropomorphization and isomorphic relation. In addition, when the fish
swam faster and faster, some participants expressed their concern and anxiety
about their bodily conditions. In other words, the rhythms of the incarnation
stimulated people’s emotional engagement. Consequently, the emotional
reaction caused people to judge the incarnation as a representation of their
bodily condition. These findings are consonant with the result from studies of
the affective loop (Sundström, 2005; Höök, 2008), namely, the system presents
a user’s emotional response back to the user as feedback, which further affects
the user’s emotional experience. The emotional engagement in the affective loop
brings challenges to the design intention: non-judgmental awareness of the body.
In that sense, the balance between the aesthetic experience and the emotional
reaction needs to be taken into account.
The user study for YU revealed another tension between the calming
experience and the comprehensible display. Prior to the study, I only told the
participants that YU was a reflection of their bodies, without further details on
how the interface elements and dynamics were mapped to their bio-data. Some
participants asked about the meaning of the display after using YU for a while.
They noticed that some changes had happened in the scene, such as the
movement direction and velocity of the fish, the bubbles, and the background
sound. They did not make a direct connection to themselves and were curious
about the underlying mechanisms. For example, some participants, who did
relate themselves to the status of the fish to some extent, asked: “Why does the
fish sometimes move fast and sometimes slow?” Additionally, one of the
participants said: “I make the fish move so fast! Is it because I am too excited?
Perhaps…” In fact, this participant realized that it was himself who enabled the
movement of the virtual fish and he tried to further explore the reasons.
Chapter 5 Conclusions and Discussions ∣ 94
Although some participants were engaged and active in exploring the connection
between the fish and themselves, a few people felt stressed when they saw the
fish moving faster and faster. To address this, I tried a reversed mapping: a
person will see a calm fish when his/her heart beats fast, while he/she will see
an active fish when his/her heart beats slowly. Then, the modified version of YU
was presented to the participants who encountered stress in the first half of the
study. As shown by their responses, the reversed mapping brought them
different experiences after they were informed of the underlying mechanisms.
“When the fish moved fast, I didn’t feel that stressful. When the fish moved
slowly, I followed its pace and gradually calmed down.” (female, 29, used YU
at home)
“It made me feel peaceful and joyful…” (female, 30, used YU in our studio)
The user experiences and feedback raised two questions: (1) Is it necessary to
inform people the details of the mapping and to what extent? It would be
interesting to study whether knowing the rules of the mapping in advance may
influence the experience. (2) Which should be given a higher priority, providing
a calming experience or making displays of bio-data comprehensible?
Some ambient displays exploited abstract art to visualize behavioral data,
such as physical activity. As pointed out by Fan, Forlizzi and Dey (2012),
abstract visualizations that supplement traditional graphs could increase
enjoyment and engagement with their data displays. Moreover, abstract displays
were found to be impersonal, non-prescriptive and non-judgmental (Rogers et
al., 2010). Nevertheless, there was a common issue, in that it might be difficult
for some people to understand abstract visualizations (Skog et al., 2003). Thus,
designers should strike a balance according to their specific design intention and
context.
As the project YU was my first design experiment, there were some aspects
that worked less well. Although I did not intend to set a goal of measuring the
body for achieving a desirable state, some users reacted against my design ideal.
As it turned out, the direct illustration of an undesirable state in conventional
thinking may bring unnecessary stress and kill people’s imagination and interest,
while the reversed mapping may become too complex for some people to
understand. All in all, different representations and means of mapping have
their limitations. I took lessons learned from the design practice into the next
design exploration.
In the project YU, I chose vapor to represent respiratory data to promote
mindful breathing. Due to the similar sensual form with airflow, vapor has a
meaningful coupling with breath and brings a sense of mildness, calmness, and
less emotional provocation. Given the balance between the aesthetic experience
Chapter 5 Conclusions and Discussions ∣ 95
and the emotional reactions, vapor is more suitable for portraying respiratory
data and less likely to bring the judgment of the “good” or “bad” breath. Based
on the repeated test of materials, I realized that it is of great significance to
select appropriate materials that fit the context. For example, the design context
of the project HU is mindful breathing. Mindful breathing exercise requires
people to focus fully on their breath and be involved in the experience of
breathing rhythm. In this context, vapor, as a material with a calm and aesthetic
form, built a meaningful coupling with mindful breathing and was less likely to
trigger strong emotional reactions. With rich properties, vapor could convey rich
information of breath through not only visual cues but also temperature, scent
and other modalities. The usage of vapor could be explored further for more
design possibilities.
As discussed in the previous chapter, mindfulness can be practiced without
any technology. Without the need to rely on any artifacts or technologies to
become mindful, we simply allow for mindfulness to happen. However, if the
technology is added, what can it do to support mindfulness? Some researchers
started explorative work on investigating physical interactive artifacts to
practice mindfulness (Thieme et al., 2013; Barker and Van Der Linden, 2017). It
was found that the physical interactions between people and artifacts could
facilitate the learning of mindfulness by reducing motivational barriers and
increasing interactivity (Thieme et al., 2013). The haptic feedback from the
physical artifacts engages people to maintain a high level of concentration
through bodily engagement (Thieme et al., 2013; Jonsson et al., 2016).
Moreover, the physical artifacts could act as a tool for memory recall for mindful
reflection (Akama et al., 2017).
During my design explorations, I found that the physical interactive artifacts
designed in our projects can bring some added values. Conventional
mindfulness practices require people to concentrate on their internal body as
the anchor of the focus. Meanwhile, some studies have reported the challenge of
maintaining focus and avoiding wandering thoughts (Thieme et al., 2013; Sas
and Chopra 2015; Niksirat et al. 2019). Based on this challenge, my work offered
a different form of mindfulness practice. I tried to anchor the focus of
participants, especially the novices, on an aesthetic representation by
externalizing bodily rhythms in a non-judgmental interaction. The design
portrayed biodata beyond goal-setting mechanisms to echo the concept of
mindfulness and “Wu Hua”.
This thesis did not emphasize the design for tool use through which people
may attain a state of mindful being or reach some byproducts of mindfulness
(e.g. relaxation and stress reduction). Instead, it brought a new way of viewing
Chapter 5 Conclusions and Discussions ∣ 96
the body and being with the body. This view invited people to experience their
presently lived bodies without conscious judgment, instrumental manipulation
or goal-setting activities. Based on this view, my thesis was an attempt at
exploring more possibilities for interaction design with biodata, which may
inspire the work of other researchers and designers. The design space has great
potential for further exploration. As a mindful author, I welcome all kinds of
feedback and comments with an attitude of non-judgmental acceptance.
References ∣ 97
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