ARTICLE Beyond Happy-or-Not: Using Emoji to Capture Visitors' Emotional Experience
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ARTICLE Beyond Happy-or-Not: Using Emoji to Capture Visitors’ Emotional Experience DANIELA DE ANGELI , RYAN M. KELLY, AND EAMONN O’NEILL Abstract Museums are emotionally driven sites. People visit museums to feel and their emotions influence how the museum and its artefacts are perceived. Thus, evaluating emotional states are increasingly important for museums. However, evaluating visitors’ experiences is increasingly challenging, especially with the introduction of new and emerging technology. Moreover, people’s behaviour is not strictly objective and rational. While emotional states are subjective and hard to verbalize or observe, emoji are often used to express emotions on mobile and smartphone messaging applications. In this paper we investigate whether emoji can capture emotional states elicited by museum experiences, supporting traditional methods such as interviews. While other non-verbal self-report methods have been used to evaluate emotions, this is the first tool of this kind designed specifically to measure emotions elicited by museum experiences. We designed a set of 9 emoji illustrating a variety of emotional states beyond happy- or-not. Then, we confirmed that participants understood our emoji’s intended concept using a word association task. Finally, we used our 9 emoji to evaluate an interactive museum experience. We also run interviews and we investigated the correspondence between participants’ comments and the emoji they chose. Through this study we gained a better understanding of how the emoji can be deployed to capture a range of visitors’ emotional experiences. Our findings suggest that emoji can capture which emotional states participants felt beyond the happy-or-not dichotomy, but that they should be complemented with traditional methods such as interviews to understand why specific emotions were felt. INTRODUCTION objects, emoji illustrating facial expressions are particularly popular in everyday life to express In the past couple of decades, emoji have emotions (Barbieri, Ronzano, & Saggion, 2016; been growing in types and number (G€ ulsßen, G€ulsßen, 2016). 2016), becoming part of everyday language and Face emoji have been increasingly deployed ulsßen, 2016; Oxford Dictionar- everyday life (G€ to capture users’ satisfaction, both online and ies, 2015). Emoji are text-based pictographic offline. For example, emoji have been used to characters illustrating facial expressions and evaluate consumers’ emotions regarding the abstract concepts such as emotions (Rodrigues design of new products or brands such as food et al., 2017). According to Rodrigues et al. and drinks (Desmet, Overbeeke, & Tax, 2001; (2017), emoji are used to help us to visually Jaeger et al., 2017). An increasingly common express our emotions, especially in social net- example of this practice is the ‘smiley terminal’ works (Kelly & Watts, 2015; Vidal, Ares, & or ‘satisfaction kiosk’ often seen in airports. Jaeger, 2016). While there are multiple types of Emoji have recently been introduced in muse- emoji, ranging for example from animals to ums too to capture visitor satisfaction, but they Daniela De Angeli (dada21@bath.ac.uk) is a postdoctoral researcher at the Centre for the Analysis of Motion, Entertainment Research and Applications (CAMERA) at the University of Bath. Ryan M. Kelly (ryan.kelly@unimelb. edu.au) is a Research Fellow in the School of Computing and Information Systems at the University of Melbourne. Eamonn O’Neill (maseon@bath.ac.uk) is Professor of Human-Computer Interaction at the University of Bath. © 2020 The Authors. Curator: The Museum Journal published by Wiley Periodicals, Inc. 1 This is an open access article under the terms of the Creative Commons Attribution License, which permits use, distribution and reproduction in any medium, provided the original work is properly cited.
Figure 1. Visitor satisfaction kiosks from a museum in Spain (left and center) and Germany (right). Photographs taken by Daniela De Angeli in 2018. are far less common (Figure 1). These satisfac- have limitations when it comes to capturing tion kiosks usually display 3 to 5 emoji ranging emotions (Foster, 2008; “Visitor Evaluation from happy to unhappy, so are limited to Guidelines” 2015) (see A Visitor-Centred expressing the dichotomy of happy-or-not. Museum). Emotions are not easy to verbalize While this may be enough to judge whether a or to observe (Desmet, Overbeeke, & Tax, user is satisfied with the service in an airport 2001; Hein, 1998; Mehrabian, 1995). More- bathroom or in a shop, museum visitor experi- over, the aforementioned methods tend to be ences are more complex as they are very personal time consuming both for the museum and the and influenced by a number of factors, including visitors. Image-based methods illustrating, for emotions (Brent Ritchie et al., 2011; Norris & example, facial expressions are often more reli- Tisdale, 2013; de Rojas & Camarero, 2008). able in capturing emotional states. However, As visitors are more and more interested in these methods also have limitations (see Evalu- ‘feeling’ rather than ‘learning’ (Munro, 2014), it ation of Visitors’ Experiences). For example, is becoming critical for museums to understand they may present too many emotions and which emotions their public feel, where, and require visitors too much time and effort to why. Once museums have a better understand- use. Emoji may offer an approach that is ing of visitors’ emotional experiences, they can quicker but still effective but there is very little plan for narratives that are more engaging, formal research to support whether or not meaningful, and ultimately satisfying (Galani emoji can effectively capture visitors’ emotions. et al., 2011; Hansen, Kortbek, & Grønbæk, This paper explores the potential of a range 2012; Simon, 2016). For example, memorials of emoji specifically designed for evaluating visi- and history museums may wish to elicit empa- tors’ emotional experience beyond simply thy with historical events and with victims of happy-or-not. We present an initial investiga- atrocities (Savenije & de Bruijn, 2017). Local tion of an emoji-based method tailored specifi- museums may want to connect with their com- cally to museums, to evaluate whether museum munities at a deeper emotional level (Munro, visitors are satisfied (i.e. happy) or not with their 2014). experience. The method must be rapid and intu- While understanding visitors’ emotional itive, so it should include a limited number of experience is such a key factor in improving visi- emoji. Thus, we designed a set of 9 emoji icons tors’ satisfaction, traditional methods such as illustrating key emotions elicited during a questionnaires, interviews and observations can museum visit (see Design Process for Emoji). 2 Article: Beyond Happy-or-Not: Using Emoji to Capture Visitors’ Emotional Experience
Here, we use the term emoji to identify icons specific item. Here, when we talk about emo- that are pictorial (i.e. not textual) and are not tions, we refer to a range of emotional experi- necessarily digital. Since emoji may be misinter- ences including boredom, anger and inspired. preted (Caicedo & Van Beuzekom, 2006), we Researchers also agree that emotions are set out to validate both the method and the multidimensional. While these dimensions can emoji themselves. First, we evaluated whether sometimes vary across fields and researchers, the emoji we designed presented the intended there seems to be agreement on two main dimen- meaning (see Emoji Validation: Word Associa- sions: arousal and valence (Baas, De Dreu, & tion Task). Then, we further validated emoji as Nijstad, 2008; Russell, 1980). Arousal happens a method to evaluate visitors’ emotional when a person ‘feels’ something, meaning their responses through an emoji-based evaluation of senses are stimulated or a physiological/psycho- an augmented reality sandbox developed for the logical state is awoken. In other words, it identi- UK’s National Trust (see Validation of an fies the level of reactivity to an event or stimuli Emoji-based Tool to Capture Emotional Reac- (Russell, 1980). Then, we interpret this arousal tions). Based on findings from this study, we to determine why it occurs and what it is, often in discuss how emoji can capture visitors’ emo- relation to context. For example, if we are having tional experiences beyond happy-or-not (see a negative experience, we may be sad or angry. Discussion). The differentiation between positive and nega- tive experiences or events is known as valence BACKGROUND (Barrett, Lewis, & Haviland-Jones, 2008). According to Ortony et al. (1988), every emotion Defining Emotions has a valence, a polarity. Thus, there is no neutral emotion. However, an emotion can still be asso- The question ‘what is an emotion?’ is still ciated with different valences (e.g. surprise). very complex to answer (Solomon, 1993). Emo- Moreover, emotions can present with different tions are often confused with other terms such as levels of intensity, which is the degree to which feelings or other affective states such as attitudes emotions are experienced regardless of valence and moods that impact human behaviour less but (van Goozen et al., 1994). Indeed, survey tools to last longer (Scherer, 2005). Nevertheless, evaluate emotions often use different levels of researchers usually agree that emotions are intensity to gain a deeper understanding of per- prompt responses to events or stimuli. Indeed, sonal emotions. For example, Scherer (2005) while feelings and moods have long term effects, arranges emotions with five degrees of intensity, emotions are more immediate and can change Bradley and Lang (1994) propose a nine-point rapidly (Borod, 2000). For example, Borod scale, and Desmet (2005) uses a three-point scale (2000) defines emotions as changes in conscious (not-felt, light, intense). subjective feelings in response to an evaluation of external or internal events. Scherer (2000) high- A Visitor-Centred Museum lights how emotions are short affective episodes that change over time in response to internal or Traditionally, museums considered their external events. More recently, Del Chiappa key mission to preserve human knowledge and et al. (2014) defined emotions as affective vari- educate (Murphy, 2007). However, recent ables elicited by an experience or by the use of a advances in digital technologies are pressuring Daniela De Angeli, Ryan M. Kelly, Eamonn O’Neill 3
CURATOR: THE MUSEUM JOURNAL museums into redesigning their exhibits to the museum is telling, more enjoyment, and share knowledge through more enjoyable, ultimately a deeper and more frequent engage- entertaining experiences in order to drive visits ment with the institution. (Dindar, 2015) and support traditional goals such as education (Tallon & Walker, 2008). This is happening for In particular, Filippini-Fantoni explains a variety of reasons. First, digital technologies how a visitor-centred approach to exhibition have driven changes in society influencing how development can increase visitors’ satisfaction we live, communicate, learn and how we per- (Dindar, 2015). Understanding visitors is key ceive the world (Bryce, 2001; Greenfield, 2014; when we consider that their museum experience Siemens, 2005). Museums need to maintain is often based on personal experience rather their relevance in a changing society as their than objective values (Gallarza & Saura, 2006). mission is not only to preserve knowledge but In particular, research has highlighted how also to share it (Tallon & Walker, 2008). Sec- emotions strongly influence visitors’ satisfaction ond, digital technology offers us so many (de Rojas & Camarero, 2008). For example, Del options for our entertainment, some passive Chiappa et al. (2014) interviewed 410 visitors at (e.g. movies) other more interactive (e.g. games) the National Museum of Archaeology “G.A. (Greenfield, 2014). While traditional object-fo- Sanna” in Sardinia (Italy) and discovered that cused exhibitions tend to limit visitors’ interac- higher positive emotions reported corresponded tion to merely passive observation, this is not to a higher level of satisfaction. how most people choose to use their free time While the evolution of digital technology (Simon, 2010). Hence, the simple display of has strongly influenced museums and their facts and objects is no longer enough to attract approach to exhibition design, the evaluation of and engage visitors. As a consequence, muse- visitors’ experience and satisfaction is crucial ums are embracing a more visitor-centred regardless of the nature of the exhibition. approach where it is increasingly important to Whether an exhibition is digital or not, interac- understand visitors and how they interact with tive or passive, the evaluation of visitors’ emo- the artefacts in order to design narratives that tional response to it is key to understanding how are more engaging and meaningful (Galani they perceive the museum and ultimately to et al., 2011; Hansen, Kortbek, & Grønbæk, increase engagement. However, evaluating the 2012; Samis, Michaelson, & Baird, 2017; impact of emerging technologies can be particu- Simon, 2016). larly challenging as both their implementation According to Silvia Filippini-Fantoni, spe- and impact are less known than long established cialist in museum audience analysis and former tools (Damala et al., 2013). Although museums director of interpretation, media and evaluation usually have well-established methods to evalu- at the Indianapolis Museum of Art: ate traditional passive visits, they may not yet have a standard protocol to evaluate new and Museums are institutions that serve the emerging technologies: public and therefore knowing what people enjoy and don’t is fundamental to helping these insti- They have yet to cultivate standard protocol tutions create improved experiences for their for measuring the success of the technologies visitors. It can result in a better appreciation of they deploy. Exacerbating this challenge is the the art, better understanding of the stories that notion that evaluation should occur both before 4 Article: Beyond Happy-or-Not: Using Emoji to Capture Visitors’ Emotional Experience
and after technologies are implemented; staff included four A4 pages of questions (Damala must have thorough understanding of how the et al., 2013). tools correspond with the museum’s mission and Observational methods such as direct obser- goals prior to being embraced at scale. Unfortu- vation have also been used in museums, but it is nately, there are not always concrete precedents difficult to acquire a deep understanding of visi- for the use of new technologies in the cultural tors’ feelings just by observing them. Indeed, “re- heritage sector, and museums that are early searchers . . . are limited by what they can adopters often gamble when trying them (John- actually see” (Hein, 1998, 47:101). Often only son et al., 2015, 28) strong emotional reactions are clearly visible (e.g. very angry), and people express and experi- In the next section we explore which meth- ence emotions differently accordingly to their ods and strategies museums are deploying to cultural or personal background (Scherer, 1988). understand their visitors’ experience, whether Emotions can also be measured through with traditional or emerging tools and tech- interaction with gesture, gaze and auditory nologies, and whether these methods are effec- stimuli. For instance, Ramanarayanan et al. tive in providing relevant and useful data. (2015) used a variety of equipment and software tools including Microsoft Kinect to evaluate the Evaluation of Visitors’ Experiences quality of public presentations in relation to speech, face, emotion and body movement. Lu Recent evaluation guidelines from cultural and Petiot (2016) used a set of auditory stimuli institutions such as the Smithsonian (“Visitor to convey and assess a set of emotions such as Evaluation Guidelines” 2015) and the East of funny, serious, relaxed, and depressed. One England Museum Hub (Foster, 2008) indicate advantage of these techniques is that they are that the most used methods to evaluate visitors’ unobtrusive as they do not require users to ver- experiences were and still are observation, ques- balize their feelings. However, the technology tionnaires and interviews. For example, visitors’ used to sense non-verbal behaviour often has experience with the exhibition The Hague and limitations. For example, Mueller and Bianchi- the Atlantic Wall: War in the City of Peace at Berthouze (2015) noted that gesture recogni- Museon, in the Netherlands, was evaluated tion technology is unpredictable and the set of using a mixed methodology of observations, movements and gestures cannot be predefined. questionnaires, and interviews (Damala et al., Moreover, such methods cannot usually mea- 2013). sure mixed emotions and their range is limited However, subjective and subtle emotions to few basic emotions (Desmet, 2005). Finally, are difficult to articulate and measure with ver- it is typically not feasible for museums to buy, bal questionnaires (Desmet, Overbeeke, & Tax, install or persuade visitors to wear devices such 2001; Mehrabian, 1995). Moreover, standard as body trackers, brain or temperature sensing scales such as Likert tend to gain positive, non- devices. candid responses (Benedek & Miner, 2002). Visitors’ behaviour and interactions may While longer questionnaire may provide richer also be video recorded. This method can be amount of data, they would also be time con- unobtrusive and can provide rich data about vis- suming for visitors; for example, a questionnaire itors’ behaviour and interactions with the exhi- used to evaluate visitors’ experience at Museon bition. A video may subsequently be analysed in Daniela De Angeli, Ryan M. Kelly, Eamonn O’Neill 5
Figure 2. Range of Emotions Wheels. (a) Geneva Emotion Wheel. Source: (Tran, 2004). (b) Plutchik’s Wheel. Source: (Garcia & Hammond, 2016). (c) Plutchik’s Wheel with cartoons. Photo credit: Copy Press. (d) Plutchik’s Wheel with emoji. Source: https://usabilla.com/blog/best-ux-articlesaugust/.
CURATOR: THE MUSEUM JOURNAL detail in order to collect and interpret informa- power and valence. Each emotion is repre- tion about visitors and their experience. Never- sented by a different colour and five circles of theless, this method remains little used, often different size indicating five degrees of inten- due to ethical concerns or the difficulties in sity, so participants can also indicate the inten- installing appropriate recording equipment sity of their emotions. Plutchik’s Wheel of within the museum (Damala et al., 2013). Emotions is also well known and has been used All of these methods have their merits and for example to detect emotions on social media limitations, meaning that combinations of differ- (Tromp & Pechenizkiy, 2015). It includes 8 ent techniques (i.e. mixed methods) are often basic emotions that are considered key to our preferred to evaluate visitor experiences. By survival. These emotions come in pairs and are using combinations of methods for data collec- located opposite to each other: Joy and Sad- tion, museums can cover a wider range of people ness; Acceptance and Disgust; Fear and Anger; and data. For example, interviews are often used Surprise and Anticipation. This arrangement to support both direct observations and ques- is due to Plutchik’s belief that opposite emo- tionnaires, providing more in-depth informa- tions cannot be felt at the same time (Plutchik, tion. For example, the Smithsonian uses a mix 1980). of qualitative and quantitative methods includ- However, the time taken to apply these ing interviews, surveys, and direct observation tools including multiple emotions and intensity to support their visitors’ evaluation (“Visitor levels can be challenging (van Goozen et al., Evaluation Guidelines” 2015). Still, combina- 1994) and too time consuming in some contexts tions of traditional methods provide limited such as museums where evaluation methods data about emotions and, as discussed above, should not disrupt the visit. Moreover, the out- visitors’ experience is strongly influenced by comes of verbal methods rely on people’s ability their emotions, which are not easy to verbalize to express their emotions (Fox, 2008). A way to (Reijneveld et al., 2003) or to observe (Hein, overcome this limitation of language-based 1998). methods is to visualize emotions as images rather than words (Foglia, Prete, & Zanda, Methods to Evaluate Emotions 2008). Indeed, there have been adaptations of emotion wheels using images such as cartoons As noted in the previous section, tradi- or emoji rather than text (Figure 2). In general, tional methods such as interviews and direct image-based methods tend to be more fruitful observation may struggle to capture visitors’ to capture emotions than verbal ones. For exam- emotional experiences. However, there are ple, a widely accepted image-based tool is Brad- other fields such as consumer evaluation where ley and Lang’s (1994) graphical version of emotions have been successfully evaluated. For Mehrabian’s PAD which used Manikins example, the Geneva Emotion Wheel is a (graphical characters) combined with a nine- well-known method to evaluate emotions point scale to make the tool more intuitive to (Scherer, 2005). Participants indicate which participants. However, it uses graphic charac- emotion(s) they are experiencing from a ters to represent emotions that are not familiar wheel-shaped emotion scale (Scherer, 2005). to the general public, and they may require too Emotions are arranged in this circular pattern much time and effort from visitors to under- according to two major dimensions: control/ stand. Moreover, this method cannot measure 8 Article: Beyond Happy-or-Not: Using Emoji to Capture Visitors’ Emotional Experience
differentiated emotions (Caicedo & Van Beu- cartoon face that best identifies their experience zekom, 2006). (Desmet, 2005). Emoji have become increasingly familiar One of the most successful non-verbal to the general public, notably through mobile self-report methods is PrEmo (Product Emo- messaging systems. Consequently, they are tion Measuring Instrument), which uses a increasingly used to express and capture emo- three-point scale (not-felt, light, intense) with tions in a variety of fields including for 12 cartoon animations to represent emotions example food consumption (Jaeger et al., (Desmet, 2005) (Figure 2). Each of these 2017; Vidal, Ares, & Jaeger, 2016) and well- emotions was selected to represent emotions being (Fane et al., 2018). The ‘Emoji-o- elicited by consumer products: desire, satisfac- meter’ uses emoji to evaluate children’s experi- tion, pride, hope, joy, fascination, disgust, dis- ences with technology (Read & MacFarlane, satisfaction, shame, fear, sadness and boredom. 2006). ‘Emoji-face’ assessment scales have also Each cartoon was animated and includes sound been deployed in museums to augment tradi- effects designed to facilitate their interpreta- tional questionnaire scales (Loizeau, K€ undig, tion. However, this could potentially disrupt and Oppikofer, 2015; Mittelman and Epstein, visitors’ experience within the museum. It also 2009). Similar emoji systems are often seen in means that PrEmo requires the use of a com- kiosks at airports as a method to empower puter or mobile device, with corresponding customers and measure their level of satisfac- oversight and maintenance requirements if tion (Dickinson, 2018). On one hand, these deployed in museums. Even if the cartoon tools are a very rapid way to capture users’ were instead printed on paper, PrEmo was basic experience. On the other hand, they designed exclusively to measure emotions eli- usually evaluate users’ satisfaction simply in cited by consumer products. While it can be term of happiness and unhappiness. As a used in other fields by selecting only relevant result, they capture a very limited range of emotions, emotions relevant to museums (e.g. emotions, while people’s emotional experiences achievement and social engagement) are miss- are far more complex and go beyond happy or ing from this set. The purpose of our emoji unhappy. collection is not to evaluate the product satis- Pictorial representations of facial expres- faction of a generic consumer but to under- sion, such as cartoons and photos, have been stand museum visitors’ satisfaction beyond used effectively to communicate a wider variety simply happy-or-not. In the next section we of emotions and have been researched as evalua- describe the reasoning behind the design of tion tools in a variety of fields (Bradley and each emoji in our set and the emotional states Lang, 1994; Desmet, 2005). For example, they represent. Microsoft tested a questionnaire using pictures of six faces as stimuli to get user input on intan- DESIGN PROCESS FOR EMOJI gible properties such as “desire” and “fun” (Ben- edek & Miner, 2002). Emofaces uses a series of The overall quality of the museum experi- female and male faces to represent emotions ence is often based on personal experience rather ranging from pleasant to unpleasant, and than objective values (Gallarza & Saura, intense to calm (Posner, Russell, & Peterson, 2006). Personal experience includes social con- 2005); Emocards ask people to choose the text, personal motivation, education and
CURATOR: THE MUSEUM JOURNAL Figure 3. The emoji icons used to capture visitors’ emotional experience. expectations (D. Bryce et al., 2014; de Rojas & & Chen, 2010), where people feel part of the Camarero, 2008). Visitors’ perceptions of museum, and the museum part of the commu- the museum experience are affected by nity. To close the circle, if visitors feel involved whether their expectations are met, they feel and a sense of achievement, then they will prob- engaged and involved and they perceive the ably enjoy their visit. Thus, in this paper we museum service as adequate (Bride, Disegna, & argue that visitors feel satisfied not only if they Scuderi, 2014; Bryce et al., 2014; Lu, Chi, & have received an excellent service but also if Liu, 2015). they: We draw on Thurley’s (2005) account of the heritage experience as a cycle of understand- • Enjoy their visit; ing, valuing, caring and enjoying. If the • Achieve and/or acquire new knowledge; museum narrative is clearly communicated, • Feel inspired; then visitors are more likely to enjoy it and find • Feel socially involved; it relevant. If visitors find the narrative is valu- • Feel entertained/engaged; able to them, they may also learn and feel a • Find the narrative clear, communicated sense of achievement. If visitors feel a sense of clearly achievement and that the content they are interacting with is relevant, then they feel more Accordingly, we designed a set of 9 emoji to involved and they are more inclined to care for mirror emotional states directly related to the what the museum has to offer. Involvement above principles of visitors’ satisfaction or implies some kind of social participation (Chen indicative of dissatisfaction (Figure 3): 10 Article: Beyond Happy-or-Not: Using Emoji to Capture Visitors’ Emotional Experience
• Basic enjoyment is illustrated by the emoji and WhatsApp render these icons differently Happy, Sad, and Angry. (Miller et al., 2016). In order to address this • Learning outcome is represented by the issue, we ran a validation study to investigate emoji Achieved; whether participants recognised our emoji’s • Feeling overwhelmed by information is intended concept or if instead they misinter- illustrated by Tired; preted the emotion we intended to depict • Inspiration is illustrated by the emoji with a given emoji. We developed an online Inspired; word association test using Google Forms. The • Lack of engagement is illustrated by the survey included standard demographic emoji Bored; questions such as gender and age. Then, the • Feeling involved is illustrated by the emoji emoji were displayed one after another. Each Socially Engaged; emoji was followed by a text box where par- • Lack of clarity is represented by the emoji ticipants were invited to type the first word Confused; that occurred to them in response to the stimulus. The emoji illustrating happiness, anger and Our method was inspired by Prada et al. sadness were the easiest to design, possibly (2016) and Rodrigues et al. (2017) who asked because they were the most familiar ones. For participants to state the first meaning or emo- example, they are often seen in smiley terminals tion that came to mind related to an emoji. at airports. The design of other emoji, such as Moreover, as in Pejtersen (1991), we used word the ones representing social experience or association to identify the meaning of images. achievement, was more challenging. We Word association is a well known method researched existing emoji including those used (Jung, 1910; Nielsen & Ingwersen, 1999) which by Apple iOS, Facebook Messenger and Skype consists of presenting a stimulus and the partici- in order to facilitate our design but also to make pant answering as quickly as possible with the them more recognizable. While these icons first word that occurs to her. The responses cre- were already familiar to many people as they are ate a cluster of associative representations of the proliferating on mobile messaging apps, they stimulus (Nielsen & Ingwersen, 1999). Word were also protected by copyright, encouraging association is used to collect information on us to design our own emoji for use by researchers people’s perceptions, emotional states, mental and practitioners. The designs were produced models and vocabulary (Nielsen & Ingwersen, using a Wacom Bamboo graphics tablet and 1999; Roininen, Arvola, & L€ahteenm€aki, Adobe Illustrator. 2006), and has been used to capture the mean- ing of icons for graphical user interfaces (Pejter- EMOJI VALIDATION: WORD sen 1991) and food (Roininen, Arvola, & ASSOCIATION TASK L€ahteenm€aki, 2006). Participants were recruited through Ama- Pictograms such as emoji do not always zon MTurk. The survey took about 5 minutes clearly depict a specific emotion (Caicedo & to complete, for which each participant received Van Beuzekom, 2006). Moreover, they can be $1.30. We had 121 participants, 77 males, 43 open to interpretation because social networks females, and 1 who preferred not to say. Partici- and mobile messaging apps such as Facebook pants were mostly 26-35 years old (63 Daniela De Angeli, Ryan M. Kelly, Eamonn O’Neill 11
Table 1. List of emoji (ID) with their intended meaning. The table also includes the words most frequently associated with each emoji (i.e. Associated meaning) and world clouds displaying all the words associated with each emoji ID: Intended Associated ID: Intended Associated meaning meaning Word clouds meaning meaning Word clouds A: Anger Angry F: Inspired Idea, inspired, enlightened CURATOR: THE MUSEUM JOURNAL B: Happiness Happy G: Educated, Achievement proud, graduated C: Sadness Sad, crying H: Tiredness Tired, sick (continued)
Table 1 . Continued ID: Intended Associated ID: Intended Associated meaning meaning Word clouds meaning meaning Word clouds D: Boredom Bored, tired, I: Social Friends, love sleepy experience Daniela De Angeli, Ryan M. Kelly, Eamonn O’Neill E: Confusion Confusion 13
CURATOR: THE MUSEUM JOURNAL participants), followed by 18-25 (23), 36-45 capture emotional aspects of a visitor experi- (22), 46-55 (7), and the remaining 6 partici- ence: an augmented reality (AR) sandbox pants were over 56 years old. developed for the National Trust in the UK. The responses were recorded in a spread- We ran this study to investigate whether the sheet which was then imported into NVivo. emoji can indeed be used in practice to evalu- We used NVivo to calculate word frequency ate visitors’ emotions. We also wanted to con- and to group responses into categories. Syno- firm which emotional states each emoji can nyms (e.g. angry, anger, and annoyed were capture to further validate how the meanings included in the same category) and singular/ of the emoji are perceived. Can complicated plural forms (e.g. idea, ideas) were included in concepts such as personal achievement and the same category. Some responses could not social engagement be represented through be related to others, so they were not included emoji?; and are they selected by participants in any category (e.g. yellow, eye, and carrot). when there has been some educational out- The main results illustrating the most frequent come or positive social experience? words associated with each emoji are summa- rized in Table 1. VALIDATION OF AN EMOJI-BASED TOOL The icons illustrating anger, happiness, TO CAPTURE EMOTIONAL REACTIONS sadness, and confusion were clearly associated with one specific category. For example, emoji We further validated the perceived mean- A was associated with the category including ing of these emoji by designing an emoji-based words such as anger and angry (#anger) 96 out survey. The survey was used to evaluate how of 121 times. Emoji B (#happiness) was asso- people perceived an interactive sandbox that the ciated with happy 116/121 times. Emoji C authors developed for the UK’s National Trust (#sadness) with sad 114/121 times. Emoji E to commemorate the tercentenary of the land- (#confusion) was most frequently associated scaper Capability Brown in 2017 (Figure 4). with confusion, 90/121 times. Other emoji The system was devised to illustrates how were associated with more than one category. Brown implemented his landscapes and is based This was true in particular for the emoji illus- on the AR sandbox developed by Reed et al. trating the concept of social experience, which (2014), which allows users to create topographic was associated with words such as friend (33/ models by shaping sand. The system augments 121) and love (46/121). Emoji D (#boredom) the sandbox by projecting a topographical map was frequently associated with both bored (66/ onto the sand using a projector connected to a 212) but also with tired (31/121), which may Microsoft Kinect 3D camera. When the sand is link to mental tiredness. While emoji I moved around, the Kinect senses the changes in (#tiredness) was mostly associated with tired the sand’s elevation and changes its projection (34/121) and sick (23/121), which may relate accordingly. For example, if someone digs a hole to a physical tiredness. Emoji G (#inspired) in the sand, the system projects a blue surface was described using words such as idea (70/ representing water in that location. In our study 121) while emoji H (#achievement) with edu- we used two versions of the sandbox: (1) Reed cated (83/121). et al.’s (2014) digital version augmented by Having validated the emoji as conveying Microsoft Kinect and a projector; (2) a more their intended meanings, we used them to traditional ‘analogue’ version without depth 14 Article: Beyond Happy-or-Not: Using Emoji to Capture Visitors’ Emotional Experience
Figure 4. Photo (left) and schematic (right) of the augmented reality sandbox. sensing and projection, where participants could identified this as a gap in their audience. The create a landscape with props such as little introduction of new technologies is seen as a houses and signs illustrating trees and water. By way to attract a younger audience that is cur- using two versions of the same sandbox, we rently not visiting their properties. As we were could evaluate our emoji-based tool with both looking specifically for young adult participants digital and analogue experiences. who were not necessarily visitors to the National Trust, we recruited participants on campus, Participants through university mailing lists and word of mouth. All participants were students and We had 24 participants in total: 12 partici- members of the staff at the University of Bath. pants interacted with the digital version (4 male and 8 female) and 12 with the analogue one (6 Method females and 6 males). Participants were aged 22 to 34 years. We were particularly interested in An interactive sandbox was installed in a this age range because the National Trust room at the University of Bath so that we could Daniela De Angeli, Ryan M. Kelly, Eamonn O’Neill 15
CURATOR: THE MUSEUM JOURNAL collect data in a controlled environment. Each their experience. The emoji were presented in a participant was given a printed copy of a topo- paper survey. The survey was initially designed graphical map. First, they were asked to use the with the emoji in a circular patter opposite each sandbox to replicate the landscape in the map. If other similar to the Geneva Emotion Wheel (K. they were interacting with the digital version, R. Scherer, 2005). However, we did not want to they simply moved the sand around and the pro- imply an opposite valence. Rather, we acknowl- jection on to the sand automatically changed to edged that different emotions can happen at the match the landscape they created. If they were same time and do not necessarily exclude each using the analogue version, they moved the sand other. Thus, we displayed the 9 emoji (Figures 1 and placed the props to add landscape elements and 5) with 3 levels of intensity in order to keep such as trees and houses. They were then asked the survey short and rapid. PrEmo (Desmet, to make changes of their choosing to the land- 2005) successfully used a 3 point scale where scape they had created. For example, they could participants could pick low, medium or high move the sand around to create a hill or dig a intensity for a specific emotional state. Hence, lake, or change the position of the props. Each we decided to use a simple three intensity levels participant interacted with the sandbox for scale for our survey. Similarly to other image- about 15 minutes. based tools such as the Geneva Emotion Wheel, At the end of the session, a researcher asked intensity levels were displayed as circles of dif- participants to complete an emoji-based survey ferent sizes (Figure 5). and carried out a semi-structured interview. After completing the survey, participants Each participant was assigned an ID that was were interviewed for about 15 minutes. Each associated with their survey. The interviews interview was guided by a list of questions to were audio recorded and saved with the ID of evaluate visitors’ experience and satisfaction the participant. with the sandbox. Questions ranged from First, participants completed a emoji-based learning outcomes to usability of the system, survey by selecting the emoji that best illustrated including: Did you enjoy the experience? What Figure 5. The survey with nine emoji and three levels of intensity each. 16 Article: Beyond Happy-or-Not: Using Emoji to Capture Visitors’ Emotional Experience
did you like/not like? Was the system easy to between what participants said during the inter- use? Do you have any questions? Did you need view and the emoji they chose. any help? Would you like to play it with your friends? Results Data Analysis The most frequently selected emoji were those representing Happiness, Achievement and The interviews were transcribed into a Inspired, chosen respectively 21, 19 and 14 times Word document by the researcher who ran the out of 24 (Figure 6). This general positive atti- interviews. The participant’s ID was also tude was confirmed during the interviews where included in the document. Meanwhile, a differ- all participants declared that they had a pleasant ent researcher (i.e. an analyst) organised the experience. Pt 14 selected happiness and during emoji selected into a spreadsheet: the document the interview described the sandbox as a magical included participant ID, emoji selected and at experience: “so funny . . . easy to use. I have which level. The analyst then carried out a qual- enjoyed it”. Pt 16 selected both Achievement and itative content analysis of the interviews to gain Inspired, feelings that were confirmed by the an understanding of the participants’ experience interview, in which the participant explained with the sandbox. Comments related to emo- how a textbook can give you more knowledge tional states and subjective experiences were “but you cannot really know what a topographi- identified. Using participants’ ID as a reference, cal map is [from a book]”. these comments were then compared with the While traditional surveys tend to attract selected emoji to investigate the correspondence only positive responses, our emoji were also able Figure 6. Emoji selected by each participant (1 to 24). Daniela De Angeli, Ryan M. Kelly, Eamonn O’Neill 17
CURATOR: THE MUSEUM JOURNAL to capture negative emotions. 3 participants had is confusing” and could be improved to better very negative feelings. Pt 11 selected both Con- indicate “heights”. However, the emoji repre- fused and Angry, stating: “It is not clear, I am senting boredom was selected instead of the really confused”, adding later: “It is boring . . . it confusion emoji. This could be because the is just sand . . . it is like homework”. The fact interaction itself was clear and easy to under- that this participant “felt tired because it is bor- stand but that the colour mapping was slightly ing” was also confirmed by the emoji survey annoying and made the experience less engag- where maximum level of Boredom was selected ing. Pt 2 liked the experience and selected hap- but not Tiredness. Pt 20 was also not happy with piness, probably because it “helped me the overall experience, selecting Boredom and understanding different altitudes”, however, “I Sadness rather than Happiness and Achievement. did not know the exact altitude of each colour” During the interview, this participant stated and could not “understand what the different that the sandbox could be “slightly more inter- colours mean”. This was reflected in the emoji esting” and a textbook would be better, more survey as the participant selected Confusion. Pt 9 educational. Pt 20 also complained that the argued that the sandbox was “quite interesting” sandbox was too small and about the consis- but that a textbook would be more useful to gain tency of the sand. Pt 6 and 4 also selected Bore- a deeper understanding of the subject. At the dom. Pt 6 was “not very excited . . . little bit end, pt 9 was “neither tired nor excited”. These tired” and selected both Tiredness and Boredom. mixed feelings were also reflected on the selec- Pt 4 said that the sandbox was “just sand” and tion of maximum intensity of Happiness could be improved. While participants felt con- together with average intensity of Confusion. Pt fused almost equally with both the digital and 22 also selected Confusion and during the inter- analogue versions of the sandbox, the second view confirmed the participant found the tasks version attracted the majority of negative emo- not so clear. Pt 21 considered the sandbox a tions. Indeed, the emoji Boredom, Angry, Tired “more direct way to understand (topographical and Sadness were selected only by participants maps)” but expressed a wish for more specific who interacted with the analogue sandbox. guidelines. Again, the emoji representing Con- Participants also selected different levels of fusion was also selected. Pt 19 found the experi- intensity. In some cases, positive emotions were ence more interesting than a textbook but selected together with other positive ones. For initially found the colour mapping a “little bit example, usually people who selected the maxi- confusing”. By the end, that was “not a prob- mum level of Happiness choose exclusively lem” and did not affect the overall experience. other positive emoji such as Educated and Indeed, the emoji indicating Confusion was not Inspired. However, participants also selected selected. positive and negative emotional states at the same time, a mixed experience that was con- DISCUSSION firmed during the interview. For example, par- ticipants 2, 4 and 22 selected maximum Our study suggests that emoji can be used Happiness together with a minimum level of effectively to capture visitors’ subjective experi- Confusion or Boredom. During the interview, Pt ences beyond a simple dichotomy of happiness 4 stated that the sandbox “is fine and a good and unhappiness. It does so by providing an learning tool, but the colour coding (of the map) understanding of why emoji were selected, how 18 Article: Beyond Happy-or-Not: Using Emoji to Capture Visitors’ Emotional Experience
they were perceived and how they may be whether the visitor had a playful and happy deployed as a survey tool. Moreover, the digital experience together with others. and analogue sandboxes were clearly experi- Only 3 participants interacting with the enced differently, a point that was successfully analogue sandbox selected Anger, at levels 1, 2 recorded by both interviews and emoji. In par- and 3 respectively. However, participants did ticular, emoji clearly displayed how one version not describe such a negative experience during was more enjoyable that the other. This sug- the interview. Participants found the analogue gests that emoji can capture emotions elicited by sandbox particularly boring and they did not a range of different museum experiences, and like the fact they could not wash the sand from also that they can capture both positive and neg- their hands at the end. The results from the vali- ative emotions, giving candid results. Further- dation study indicate a very clear association more, our findings demonstrate how emoji can between this emoji and the concept of anger. capture mixed emotions as in some cases partici- One possibility is that interviewees were trying pants selected negative emotions (e.g. Bored and to be polite during the interviews but more fully Confusion) at the same time and at different expressed their emotions through the survey. It levels. is also important to remember that the emoji The experiences described during the inter- survey was completed immediately after partici- views further validated how the emoji are per- pants interacted with the sandbox. By the time ceived. For example, the emoji illustrating they did the interview, their memory of the Confusion was usually selected by participants experience and their related emotions may have who were frustrated with an interface or who already changed somewhat. did not understand some content, e.g. users who The study raised questions around the opti- expressed usability or clarity issues with the mal number and individual distinctiveness of sandbox during the interview. Participants typi- emoji. The set of 9 emoji enabled greater cally selected Boredom if they found the sandbox expressive ‘bandwidth’ than the simple happy- not engaging or interesting. Tiredness was or-not dichotomy, while retaining sufficient selected when a participant felt physical, rather distinctiveness between similar or related emo- than mental, fatigue. During the validation pro- tions to facilitate participants’ selection of the cess, this emoji was also associated with sick- emoji that most closely matched a given emo- ness, so it could be interesting to test whether it tion. For example, the study confirmed the rela- might be also used as part of evaluating whether tionship between Achievement and Inspired. an experience is likely to make visitors physically Participants who completed the tasks with the sick, such as motion sickness in virtual reality sandbox felt a strong sense of achievement and experiences (LaViola, 2000). Our results also selected Achievement, while Inspired was clarify the perception of the emoji illustrating selected when participants also felt they had Social experience. During the validation study learned something new. In principle, creating (section 4), this emoji was associated with words an even larger set of emoji is appealing since the such as friends, friendship, love and happiness. further increased bandwidth could represent an The participants in our case study selected this even wider range of emotions and allow for rep- emoji when they thought the sandbox was resenting more fine-grained distinctions potentially fun to play with friends. This sug- between similar or related emotions. However, gests that this emoji could be used to investigate there are at least two potential problems with Daniela De Angeli, Ryan M. Kelly, Eamonn O’Neill 19
CURATOR: THE MUSEUM JOURNAL adding more emoji. The first is simply that a key Through the case study we gained a better requirement for our development of the emoji- understanding of how the emoji can be based approach was speed and ease of use in the deployed to capture visitors’ emotional experi- museum visitor setting. This requirement ences. In particular, our results provided would become harder to meet as the set of emoji insights on the use of polarity (i.e. opposite grew, almost inevitably leading to less participa- valence of emotions) and intensity levels. Emo- tion and therefore less visitor experience data tions are dynamic and can present at different collection in practice. intensities (van Goozen, van de Poll, and Ser- The second challenge exists with any set of geant 1994), which is why emoji surveys should emoji and becomes even more challenging if we allow visitors to select multiple emotions and attempt to use additional emoji to represent different intensity levels. While established more fine-grained distinctions between similar smiley terminals usually allow users to select or related emotions. Any two emoji must be suf- only one icon (e.g. happy, neutral or angry), our ficiently distinct that they are reliably recog- participants could select multiple emoji. Indeed, nised and distinguished from each other. The our survey recorded a variety of emotional work reported here validated that this require- responses, positive and negative, as well as their ment was met for the set of 9 emoji. intensity level. Not only did participants often However, as with any representational sys- choose more than one emoji, they also selected tem, there is a trade off between the set of sym- combinations of emotions of different valence, bols, their semantics, and their expressive such as happiness and confusion. Apparently, par- power. Having only 9 emoji facilitated the rapid ticipants enjoyed the sandbox despite not always use of the survey but came at the expense of regarding the system as very usable. This cor- some expressiveness. For example, participants roborates the claim that usability cannot fully often selected Sadness to express dissatisfaction explain users’ experience without taking emo- rather than sadness or grief per se. This makes tions into account (Agarwal and Meyer, 2009). sense since the sandbox was not designed to Furthermore, participants selected different provoke strong emotional states or to upset visi- intensity levels, ranging from low (1) to high tors. This finding suggests that we may need (3). Thus, the tool was able to record emotional more emoji than this basic set of 9 as users could layers where different emotions happened at the not distinguish between sadness and dissatisfac- same time, at different levels of intensity, for tion. However, such an extension of the set of example, a high level of Happiness together with emoji would require further careful design and low levels of Boredom, Confusion or Sadness. validation, and is likely to necessitate creating Lastly, our study confirmed that while ver- visually very distinct emoji even for similar emo- bal methods can be used to describe an experi- tions. For example, we might propose emoji ence, they are not optimal to capture emotions depicting Thumbs up and Thumbs Down to illus- (Desmet, Overbeeke, & Tax, 2001; Mehrabian, trate satisfaction/dissatisfaction in order to 1995; Reijneveld et al., 2003). Indeed, during maintain a reliable distinction from sadness. the interview participants often talked about Further work is needed to determine the extent their general experience with the sandbox rather to which using a wider range of emoji would than their emotional state during the interac- adversely affect the method’s reliability as well tion. The emoji-based survey can provide a clear as one of its main strengths, its speed. indication of which emotions were felt, which is 20 Article: Beyond Happy-or-Not: Using Emoji to Capture Visitors’ Emotional Experience
something interviews can struggle to do. How- expressions differently according to their cul- ever, the interviews helped to understand why tural background (Jack, Caldara, & Schyns, emotions were felt. Thus, we suggest than emoji 2012; Park et al., 2013). Thus, further studies and other traditional methods such as inter- are needed to investigate emoji validity across views are used together so that they can comple- visitors with different cultural and social back- ment each other. Data from the interviews can grounds. END be mapped to the emoji selected. These com- bined methods can provide a rich understanding ACKNOWLEDGMENTS of which emotional states were felt and why. This work is part of EPSRC Centre for Digital CONCLUSION AND FUTURE WORK Entertainment (grant EP/G037736/1) and the National Trust funded research project to investigate In this paper we tested the ability of emoji next-generation cultural heritage user experiences. A special thanks go to Xindan Wang who helped col- as a tool to evaluate visitors’ emotional experi- lecting data. Daniel J Finnegan and Malcolm Holley ence. While other non-verbal self-report meth- who helped to develop and installing the sandbox. ods have been used to evaluate emotions, this is Eamonn O’Neill’s research is partly funded by CAM- the first tool of this kind designed specifically to ERA, the RCUK Centre for the Analysis of Motion, measure emotions elicited by museum experi- Entertainment Research and Applications (EP/ ences. Before this study, there was little formal M023281/1). research to support whether emoji can effec- REFERENCES tively capture visitors’ emotions. Hence, we designed a set of 9 emoji: Happy, Sad, Angry, Agarwal, A., & Meyer, A. (2009). Beyond usability. Confused, Achieved, Inspired, Bored, Tired, and In Proceedings of the 27th International Conference Socially Engaged. We validated their meaning Extended Abstracts on Human Factors in and confirmed that these emoji were indeed able Computing Systems – CHI EA ’09, 2919. New to capture the relevant emotions in a controlled York, NY: ACM Press. https://doi.org/10. environment. This helped us to test the method, 1145/1520340.1520420 ensuring it was rapid, intuitive, and effective Baas, M., De Dreu, C. K. W., & Nijstad, B. A. (2008). A meta-analysis of 25 years of mood- before deploying it in the field. Our emoji are creativity research: Hedonic tone, activation, or freely available under Creative Commons regulatory focus? Psychological Bulletin, 134(6), license from: https://drive.google.com/open? 779–806. xml:id=1onitMwbFF9echTCBb0QHBBcqil Barbieri, F., Ronzano, F., & Saggion, H. (2016). vzwp1w What does this emoji mean? A vector space skip- We are currently developing an online sur- gram model for twitter emojis. In Proceedings of vey editor that will allow museums to create the Tenth International Conference on Language their own emoji survey. We intend this tool to Resources and Evaluation (LREC 2016). ELRA (European Language Resources Association). be generalizable and applicable to a wide range Accessed January 08, 2019. Retrieved from of museums and visitors. While emoji are a glo- https://repositori.upf.edu/handle/10230/33776? bal phenomenon and are often interpreted in locale-attribute=en the same way across different cultures and lan- Barrett, L. F., Lewis, M., & Haviland-Jones, J. M. guages (Barbieri, Ronzano, & Saggion, 2016), (2008). Handbook of emotions. New York, NY: people may still understand images and facial Guilford Publications. Daniela De Angeli, Ryan M. Kelly, Eamonn O’Neill 21
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