Zhou et al., 2024 · via Tangible Affect (DIS ‘24)

What it says

Four axes along which any tangible affective system can be placed:

AxisFromTo
Engagementunconsciousconscious
Theorycommon-sensescientifically validated
Interactionsubtleconspicuous
Affectambiguousexplicit

Does it hold for my work

It is not a theory and I should not cite it as one. It is an instrument for making design decisions explicit — and that is precisely why it is useful, because it forces me to state positions I have been holding silently.

Placing my own direction on it:

  • Engagement — conscious. A player who knows they are playing.
  • Theory — mixed. Embodied metaphors is validated; the controller as cultural symbol is currently common-sense.
  • Interaction — conspicuous. A controller and a screen in a room. Nothing subtle about it.
  • Affect — ambiguous, deliberately. I am not trying to make people feel one named emotion.

Why that last one matters

Three of the four are conventional choices. The ambiguous-affect position is the one that needs defending, and it is the one that separates this from most of the 49 systems in the survey.