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UBICOMP '14, SEPTEMBER 13 - 17, 2014, SEATTLE, WA, USA

CAMY: Applying a Pet Dog Analogy to


Everyday Ubicomp Products
Yea-Kyung Row, Tek-Jin Nam
Co.design:Inter.action Lab, Department of Industrial Design, KAIST
291 Daehak-ro, Yuseong-gu, Daejeon 305-701, Republic of Korea
{emilie0225, tjnam}@kaist.ac.kr

ABSTRACT have been expressed related to technology-oriented


Ubicomp products have become more important in providing products that primarily emphasize high-performance or
emotional experiences as users increasingly assimilate these multifunction elements as meaningful experiences and the
products into their everyday lives. In this paper, we explored potential loss of humane aspects [7]. Strong and Higgs
a new design perspective by applying a pet dog analogy to argued that highly automated devices can make users
support emotional experience with ubicomp products. We passive and device dependent [53]. Products providing
were inspired by pet dogs, which are already intimate emotionally poor user experiences also decrease usability
companions to humans and serve essential emotional and the degree of acceptance of new technology [61].
functions in daily live. Our studies involved four phases. First, With recognition of this importance, various theories on
through our literature review, we articulated the key models and directions for future ubicomp products have
characteristics of pet dogs that apply to ubicomp products. been introduced. Many researchers explain the emotional
Secondly, we applied these characteristics to a design case, aspects with the notions of intimate computing [5],
CAMY, a mixed media PC peripheral with a camera. Like a affective quality in intelligent agents [62], emotional
pet dog, it interacts emotionally with a user. Thirdly, we attachment [44], and ludic value [17]. They stress that
conducted a user study with CAMY, which showed the ubicomp products need to support emotional experiences,
effects of pet-like characteristics on users’ emotional such as intimacy, engagement, or delightedness. Some
experiences, specifically on intimacy, sympathy, and research in the field of affective computing and interactive
delightedness. Finally, we presented other design cases and design presented examples of emotional products and
discussed the implications of utilizing a pet dog analogy to systems [19, 26, 28, 32, 37]. Nevertheless, there are few
advance ubicomp systems for improved user experiences. practical models that help with the invention of emotionally
Author Keywords rich, everyday ubicomp products. Existing works still tend
Ubicomp product design; designed animism; emotional user to focus on functional systems for a controlled situation,
experience; pet dog analogy such as affective computing for intelligent agents or
entertainment robots. Systematic explorations of models or
ACM Classification Keywords
visions for everyday ubicomp products supporting
H.5.2 [information interfaces and presentation]: User
emotional interaction are rare. It is necessary to shed new
interface—interaction styles; light on the future perspective of everyday ubicomp
INTRODUCTION products by developing an appropriate model that augments
Ubicomp (ubiquitous computing) products and systems are emotional user experience.
penetrating deeply into people’s daily lives. It is, therefore, To address this issue, we focused on the analogy of a pet
necessary to provide emotional interaction capabilities dog as a model of future ubicomp products that support
within ubicomp products, as the products are designed to be emotional experiences and that can be naturally assimilated
naturally assimilated into everyday experiences beyond task with users’ everyday lives. We recognized that pet dogs
productivity. Until recently, research has focused on the have provided emotional interactions and have had intimate
technology-oriented development of ubicomp products with presences in humans’ daily lives for a long time [58]. In
focus on efficiency and performance. However, concerns addition, pet dogs also have served functional roles such as
sled dogs, guard dogs, sheepdogs, guide dogs, or sniffers.
Permission to make digital or hard copies of all or part of this work for
personal or classroom use is granted without fee provided that copies are In this paper, we investigate the possibility of designing
not made or distributed for profit or commercial advantage and that copies ubicomp products that follow a pet dog analogy, as well as
bear this notice and the full citation on the first page. Copyrights for the impact of this on design and user experience. Our goal is
components of this work owned by others than ACM must be honored.
Abstracting with credit is permitted. To copy otherwise, or republish, to
to identify the characteristics of pet dogs that are applicable
post on servers or to redistribute to lists, requires prior specific permission to the design of ubicomp products and to discover the impact
and/or a fee. Request permissions from Permissions@acm.org. of design on emotional user experiences. To achieve these
UbiComp '14, September 13 – 17, 2014, Seattle, WA, USA goals, we carried out a four-phase study based on a research-
Copyright 2014 ACM 978-1-4503-2968-2/14/09...$15.00.
http://dx.doi.org/10.1145/2632048.2636075
through-design method [63]. First, through a literature review,

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UBICOMP '14, SEPTEMBER 13 - 17, 2014, SEATTLE, WA, USA

we articulated pet dogs’ key characteristics that could be stated that, when an emotional product sympathizes with
applied to ubicomp products. Secondly, we applied these users, it increases the users’ appreciation of the product and
characteristics to design cases. We developed one of the the period of its use [6]. However, most cases dealt with
design cases into an experience prototype, CAMY, which is a particular situations like communicative systems.
novel PC peripheral with a camera that essentially lives in Thirdly, the addition of playful interactions has been a
one’s workspace. It exists across digital and physical space method of supporting emotional experiences. Prior works
and interacts emotionally with a user, just like a pet dog. dealt with the values of fun, pleasure, and delightfulness as
Thirdly, we conducted a user study with an exploratory key features of new artifacts [17, 21, 54]. Some studies
prototype to figure out the impacts of the product on users’ showed the potential of instilling a product with attributes
emotional experiences, based on the pet dog analogy. Finally, reminiscent of living things in terms of delivering ludic
we discussed design implications and issues to be considered experiences and inciting intimate feelings [19, 25, 28, 32].
when applying the analogy to other design cases. Nonetheless, most prior works focused mainly on
RELATED WORKS conventional entertainment products, such as games or toys
Related works can be grouped into two areas: methods to [19, 25, 28]. Clearly, the application of delightful attributes
enhance emotional user experiences, and works related to a to daily ubicomp products is still underexplored.
pet analogy or zoomorphic design. Pet Analogies or Zoomorphic Designs in to Interactive
Enhancing Emotional User Experiences System Design
Under the notion of “companion technology” [8, 35, 41], Pets’ or animals’ interactions with humans have been
many researchers have explored methods of making recognized recently as a research topic in HCI. Attempts
technology more intimate. These studies support the have been made to apply animistic features to design.
concept that a person is able to form an intimate Examples include pet robot designs [11, 26, 31, 37, 47, 50]
relationship with a technological product and that the and interactive product designs applying zoomorphic
provision of intimate feelings is important for user characteristics that resemble dogs or other pets [24, 29, 30, 33].
satisfaction [2, 34, 42, 51, 54, 62]. We are in line with and Research regarding pet robots has had two central goals:
inspired by these works. However, previous work, so far, nursing (present in an animated agent or robotic pet) [47, 50]
has mainly been focused on developing a technically and entertaining (present in an interactive toy robot or game)
enhanced system or exploring opportunities with new [26, 37]. These examples show pet alternatives or
technologies. Little research has reflected deeply on technologies for imitating real pets. Therefore, they have
emotional needs through a user-centered approach. For been limited to use for therapeutic products or entertainment
example, robotic pet research has tended to be centered on rather than normal usage.
the question of how a system can produce a realistic
A few experimental research studies have employed
imitation of a real pet. This trend is also shown in the study
zoomorphic characteristics of pets to design interactive
of “affective computing” [48]. Many studies are based on
products that create enjoyable experiences [24, 29, 30, 33].
the technical development of an interactive system that can
However, they have remained in the initial exploration
emotionally react to users by detecting humans’ emotional
stages due to limited empirical evaluation. Though these
cues (eye gazing, facial expressions), responding
previous studies partially show that a pet’s interactivity
systematically to human emotions, or imitating human
could lead to more pleasurable experiences, they merely
emotions by simulating robotic facial expressions [41].
applied fragmented characteristics of animals, without a
Relatively few studies have been devoted to investigating a
rationale or a theoretical basis. In fact, differences exist
new model that makes machines and computers more
between the aforementioned cases and our study because
lovable in order to enhance emotional user experiences. 
these cases do not imitate pets per se; they only imitate
The design approach for developing emotional ubicomp animals.
products has three major classifications. First, researchers
To sum up, previous works in related areas have implied
have explored the design method to improve the aspect of
that intelligent products need to deliver greater emotional
intimacy [3, 8, 36, 41, 51]. For example, Microsoft Office
experiences. There were a few studies related directly or
employed a metaphor of living things to enact intimate
indirectly to the pet analogy. There, however, has been
intelligent agent design. However, their approach was to
minimal research regarding employing animistic features to
directly map the appearance of living things onto devices.
enhance the emotional user experience. In particular, little
This often caused the feeling of intimacy to decrease
is reported on the systematic approach to designing future
rapidly when in use [56].
ubicomp products with empirical studies that propose
Secondly, some studies demonstrated methods for specific design cases, such as applications of a pet dog
emotional engagement or creating sympathetic relationships analogy to daily ubicomp products, and that identify their
with products. A representative example is the study feasibility through user studies. 
investigating sympathetic interaction with emotional
products for long-term usage [6, 35]. Bickmore and Picard

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UNDERSTANDING THE CHARACTERISTICS OF PET image of themselves as “pet lovers,” “animal lovers,” or
DOGS “nature lovers” [60].
To identify the key design features of a pet dog analogy, we
used existing literature to pinpoint those characteristics of Serving Utilitarian Purposes
pet dogs or companion animals that make people feel In some contexts, pet dogs help with functional tasks [15,
intimate and affectionate with them. In the fields of 16, 22]. Utilitarian or service dogs are utilized in various
sociology, marketing, and behavioral science, diverse situations as security dogs, detection dogs, sheepdogs,
studies have been conducted on the topic of pet dog therapy dogs, or guide dogs because of their innate abilities,
ownership [4, 13, 15, 16, 22, 23, 60]. Researchers reported such as agility and an acute sense of smell. In the household,
the essence of the pet–human relationship [4, 13, 16], pet dogs can serve utilitarian purposes. People can feel
addressed the emotional value of pet dogs in human lives satisfaction and pleasure when they realize that their pet
[15, 22], and revealed the reasons for pet ownership [15, 22, dog can perform intelligent functions that exceed their
23, 60]. From the review, we have been able to classify the expectations. In addition, pet dogs often help children to
following six characteristics of pet dogs in human lives. empathize and to appreciate their environments [23].

Providing Emotional Rapport Being Social Means


A pet dog plays the role of a friend or a companion by giving Pet dogs are an intimate medium for communication among
its master care, comfort, and calmness. At the same time, pet people and increase social activities [15, 23, 60]. Pet dogs
dogs need love and affection from their masters. One can help improve their owners’ social interactions. For
common reason for pet ownership is that a pet makes its example, people could start conversations with unfamiliar
owner feel loved and simultaneously stimulates his or her neighbors triggered by their pet dogs and form intimate
parenting instincts, including altruism and nurturing [13, 15, relationships [60]. Even in a family, a pet dog can promote
16, 23]. Through the altruistic act of caring for a pet, people conversation and friendly relationships. People often form
reflect and learn about themselves [15, 23]. Pets can also social clubs for those having interest in similar pets [15, 23].
reciprocally provide comfort and care to a person and act as a Understanding the role of pet dogs in our daily lives gave us
colleague, a child, or another family member [22, 23]. For initial reflections on design approaches that apply a pet dog
example, the feeling of a pet’s body temperature, soft touch, analogy. Implemental issues such as methods of providing
or breath gives its owner comfort [15]. In addition, when feedback through sensors and actuators, or software
depressed, the owner receives the sense of calmness and techniques were explored. Research questions were also
caring from the gaze of a pet [13, 23]. identified from a product-value perspective. If we apply a pet
dog analogy to ubicomp products, could people regard the
Delightfulness from Active (Playful, Lively) Behaviors
products as real pets or animals? Can we enhance emotional
Pet dogs need a lot of physical exercise, take an active part
experience with pet-like ubicomp products? How can a
in communication, and engage in vigorous and playful
design model based on the pet dog analogy propose a
activities [13, 23]. These characteristics help create a
potential direction for the future of ubicomp products? Thus,
delightful atmosphere and make pet dogs loveable and
we attempted to answer these questions through a design
energetic. Pet dogs’ owners happen to be involved in lots of
development case and user study.
physical activities, reminding them of their childhood or
creating a healthy atmosphere [13, 23]. For example, when CAMY, A PET-LIKE INTERACTIVE PC PERIPHERAL
people are confused by complicated thoughts or by We explored how the characteristics of pet dogs, described
oversleeping, they enjoy getting out of that stagnation by earlier, could be applied to ubicomp products through
watching their dogs chew on toys or pester them to play. design. In the design development process, we explored
how these characteristics could be mapped to specific
Personalized Attachment to the Owner
features or interactions of a product and devised which
People like pet dogs because pet dogs recognize their
should be considered. Based on the research-through-design
owners and show exclusive attachment [15, 23]. For
method [63], we developed an explorative design case.
example, people feel affection and can even be deeply
moved when they notice their pet dogs waiting to welcome As a design case, we selected a mixed-media-featured PC
them upon their return. People tend to regard their dogs as peripheral that serves as a PC camera and an assisting agent.
unique and special, especially when they are trained to We chose this because a PC peripheral may be a common
behave well. This, in turn, makes them feel more intimately product in an everyday environment. We thought this could
linked to their dogs [4]. be a new type of ubicomp product by adding basic life-like
features to existing functions. Another reason for choosing
Being Part of Personal Identity
a PC camera was its ability to capture visual sensory
Pet dogs can exemplify their owners’ social statuses [13, 16,
information, which can make it possible to recognize users’
22]. People tend to select a pet dog that resembles them to
states and react intelligently. We believe this level of
strengthen their personal identity. Sometimes, pet owners
function might be well matched to pet-like features [20].
like to reveal their identity by dressing up their pet dogs
We also estimated that the complexity of its component and
[13]. Some people tend to raise pet dogs to project the
functions was at a moderate level for testing the pet dog

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analogy. The experience prototype [9] of a PC camera can process as described in the following paragraphs. We
be created with a simple structure and functions as an explored each characteristic to be utilized in a way that is
assistant agent. suitable for designing a pet dog-like product.
The main considerations when applying the characteristics
for emotional rapport are how to provide complementary
interactions, which require user affection; and, at the same
time, give comfort to users. In this regard, we explored
various kinds of emotional feedback in reacting to the users’
behaviors. In the case of CAMY, the mouse and the
keyboard are convenient media for interaction with a PC
peripheral. It led us to focus on mouse interactions that are
reactive to the users’ behaviors with a mouse, such as
clicking, hovering, or dragging. We also considered
designing its form factor to evoke emotional rapport. For
example, we applied a round shape and covered CAMY with
ivory fur to make it appear cozy, reflecting the emotional
rapport garnered from the softness of a pet dog’s coat [15].
In order to apply the characteristic of delightfulness that is
derived from active (playful, lively) behaviors to a pet-like
ubicomp product, we considered providing different active
behaviors in accordance with functions and usage situations.
We expected that, as the active behaviors are appropriately
provided for each context, this would “support a user’s
condition” with delightful feedback. Inspired by animals’
joint behaviors, we explored mechanical movements to
make the product become a more lively and impressive
Figure 1. Representative images of CAMY
creature. For example, physical movements were
Overview of CAMY considered to resemble pets’ ears, tails, limbs, neck, feelers,
CAMY is a mixed-media-type PC peripheral with a camera or tentacles. In CAMY’s case, we attached a small, tail-like
that behaves like a pet dog (see Figure 1). Living on a stick and explored various tail and body movements for
user’s PC monitor, CAMY provides the user with representing product expressions (e.g. a trembling pattern).
emotional interaction. With the basic features of a PC
We intended to express bodily behaviors physically because
camera, CAMY takes on the roles of PC agents, such as
physical movement has effects on perceptions of
assisting with the user’s condition or maintaining the
lifelikeness [45]. Meanwhile, we thought it would be better
computer. In its default state, CAMY is placed behind the
to have a part of the body be digital, in order to show a
PC, where the user sees part of its body (tail) on top of the
variety of interactivity. Inspired by the transition of works
PC screen and the head as an animation on the screen.
between the digital and real world [38] and the exploration
Because a user mainly views the screen, CAMY provides
of mixed spatio-temporal dimensions in media art [42, 49,
interactive feedback on various user interfaces, such as
57], we decided to show CAMY’s movement in both the
body gestures and interaction with mouse movements.
digital and the physical space simultaneously. We expected
CAMY can come down into the entire screen and be
these mixed-media features to be more effective in drawing
represented as a virtual CAMY. Virtual CAMY can
users’ interest and providing a playful experience.
naturally access the program as a digital agent.
In practice, emotional attachment develops over time.
How the Characteristics of Pet Dogs Were Applied in
Nevertheless, we thought private aspects could promote
the Design of CAMY?
attachment. We explored features that adapt to a user
In the design process, we examined how to apply pet dog
(customization), recognize a user (recognition), and
characteristics to CAMY’s form, function, and interaction.
perform a special task that is optimized to a user (exclusive
Among the six characteristics identified above, we focused
personalization). In CAMY’s case, it was possible to
on four features that are more pertinent in this design case:
achieve user recognition through visual information and
providing emotional rapport, delightedness from active
exclusive personalization by implementing the capability to
(playful, lively) behaviors, personalized attachment to the
recognize the user. For example, CAMY can perform a PC
owner, and serving utilitarian purposes. These characteristics
agent function for “personal security” by taking advantage
were thought to be appropriate for an interactive camera-
based product, a private product, a product serving as a PC of the visual information provided by the camera.
agent for a working environment, and in a mixed-media The characteristic of serving utilitarian purposes
setting. These characteristics were considered in the design superficially seems to be easily applied to a product

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SESSION: UBICOMP AND DESIGN

because every product has its own pragmatic purpose.


Nonetheless, we considered other functions that are well
matched with a real pet dog’s behavioral characteristics.
For example, we explored design ideas motivated by a
dog’s sense of smell, territory marking, barking of guard
dogs, or assistance of guide dogs We expect this approach
could make pet-like products less artificial and would
differentiate our case with character products featuring
animal or previous pet-like PC agents [56]. We already
Figure 2. Initial prototype of CAMY
imparted to CAMY some utilitarian usage as a PC agent
(supporting a user’s condition, personal security). We
explored another agent function of “delivering system
information” as a reminder of a utilitarian pet dog analogy,
such as that of a guide dog.
We designed other expressions such as physical movements,
facial expressions, feedback patterns, and sounds for
CAMY with the results of abstraction and symbolization of
a real pet dog. We considered it more appropriate for future
exploration to pursue general expressions that are widely
available for various products. For example, we did not Figure 3. Hardware structure of CAMY
imitate the realistic shape of a dog; but, instead, used a Usage Scenarios
round form with eyes and a tail. Similarly, we also CAMY can be used primarily as a PC camera and a PC
borrowed different degrees of dynamic expressions of tail agent. While being used as a PC camera, it offers pet-like
movements (e.g., a higher wagging speed indicates more feedback through sounds or bodily movements when a user
excitement). We also believed that it would make the is video chatting or taking pictures. CAMY as an agent can
product understandable to those without prior experience or be useful in three main scenarios: (1) personal security, (2)
knowledge of pet dogs. In the case of audio feedback, we assisting and playing with a user, and (3) delivering system
utilized mechanically modulated dog sounds for appropriate information.
situations.
In video-chat mode or photo-shooting mode
Hardware and Software of CAMY In video-chat mode, CAMY actively vibrates and sounds
Figure 2 shows the initial prototype in the early stage of “R-r-ring” to let users know they are receiving a call. In
design iterations. It had a linear stepper motor structure. photo-shooting mode, CAMY shows an active (playful,
However, the physical movement was slow for responsive lively) behavior with a wink and a shutter sound: “click.”
vertical movements and the structure was too bulky to At the same time, its tail moves rapidly up and down in a
attach to a monitor. We revised the initial version of shuddering motion (see Figure 4).
CAMY by making it compact and using a four-bar link
structure (see Figure 3). The final CAMY consists of an
embedded webcam for recognizing a user, two servomotors
for bodily physical expressions, and a four-bar link for up-
and-down movements. We used Adobe Flash with
Actionscript to create a pseudo-Windows application. This
application generates CAMY’s essential functions in the
key usage scenarios. We utilized an open CV library for the Figure 4. Video chat mode (left), photo-shooting mode (right)
facial recognition. CAMY’s physical movements could be CAMY as a PC agent: personal security
controlled in FLASH with Arduino through MIDAS [39]. The first PC agent scenario is related to the personal
We implemented CAMY’s physical behaviors to also be security of a computer system. This scenario mainly
controlled by a Wizard of Oz [12] interface as well. In our represents a pet dog’s characteristic of personalized
pseudo-Windows applications, users can use several simple attachment to the owner. When a user tries to use the PC,
programs, such as a music player or a word processor. CAMY recognizes whether the face is authorized. If it is,
CAMY automatically unlocks the screensaver and barks,
wagging its tail pleasantly (see Figure 5). In the case of an
unauthorized user, CAMY blocks access, barking loudly
and raising its tail upright. When an authorized user leaves,
CAMY returns the computer to security mode and
expresses emotional feedback, displaying a sad face and
lowered tail as if it waits for the user to return.

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UBICOMP '14, SEPTEMBER 13 - 17, 2014, SEATTLE, WA, USA

Figure 5. CAMY unlocks the screensaver and barks while Figure 7. CAMY shows its status by indicating that its house is
pleasantly wagging its tail being cleaned
CAMY as a PC agent: assisting and playing with a user USER STUDY
Secondly, CAMY assists in a user’s work by reacting to a We conducted a user study to understand how CAMY’s
user’s condition or gives playful feedback by actively pet-like characteristics affect users’ experiences. As our
participating in play with the user. This scenario mainly research focused more on exploring the new vision of using
represents CAMY’s characteristics of providing active a pet dog analogy, we used a qualitative method to
(playful, lively) behaviors to support a user’s condition. understand people’s experiences and discovered new design
When a user dozes off or leaves a monitor unattended for a opportunities. In particular, we tried to identify which
set time, CAMY moves its body to alert the user (see Figure aspects of the emotional experience occurred and how the
6). When a user works for a long time without rest, CAMY prototype’s pet dog-like features had influenced it.
checks the duration and encourages the user to relax.
CAMY shakes its body and sounds like a whining dog. As Methods and Settings
the user looks at CAMY, it comes into the monitor and Fourteen participants (average age=27.3, range=21~39)
recommends a random application for entertainment. For were recruited who had no prior experience using similar
example, when CAMY recommends a music player, it goes devices. We recruited participants who represented ordinary
beside the music player icon and wags its tail. When the users doing everyday computer tasks in a real context, so
user listens to music, CAMY moves its body in time to the we excluded university students.
rhythm of the music as if it dances along (see Figure 6). The user study was conducted in a lab decorated like a real
office space (Figure 8). Participants experienced CAMY
while being observed unobtrusively through a one-way
mirror from the next room. Customized applications for
word processing, email, and system notification were
developed and installed on the lab computer. CAMY’s
behavior was controlled by the researcher following the
Wizard of Oz method [12] to deal with unexpected usage
Figure 6. CAMY moves its body to alert and encourage the situations by participants. For this, we developed a
user to rest Bluetooth tool to control CAMY’s movements.
CAMY as a PC agent: delivering system information
The third scenario explains the function of helping users to
maintain the computer by emotionally providing the
system’s status information. This scenario mainly
represents CAMY’s characteristics of serving utilitarian
purposes. In this scenario, CAMY acts as a guide dog by
assisting the user in updating software or removing a virus.
CAMY automatically checks a system’s need for updates

and urges the user to install them by shaking itself with a
Figure 8. User study environment with CAMY session (F6)
tilted posture and displaying an update message. CAMY is
pleased if the user follows the recommendation. If a user Participants were asked to do office tasks pretending to be
defers or rejects the message, CAMY shows a sick and an editor who worked for a book publisher. This scenario
disappointed face. The alert for a virus infection is similar. was chosen because we wanted to provide participants with
In this case, CAMY shows the status by indicating that its sufficient experience using CAMY’s functions and key
house is being cleaned (see Figure 7). After CAMY scenarios in a realistic work situation. Participants were
removes a virus, the user can feed CAMY as a reward. required to write book reviews with a word processor and
send e-mails using the desktop computer with CAMY.
They were asked to carry out the tasks with and without
CAMY (the order was counterbalanced) to compare the
experiences. There were 10 minutes of learning sessions to
familiarize users with the customized software applications
before the main task. Each session was comprised of three

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steps: (1) sitting in front of the desktop and unlocking the state (P3) and responded differently to levels of effort (P9).
screensaver mode; (2) briefly reading four books and P9 noted: “CAMY was like a real pet in that CAMY can
writing a book review on one of the books for 15 minutes differentiate my touch with the hand and the mouse. I like
using the word processor; (3) taking a rest or using the that he prefers my hands, which takes more effort.”
computer for personal entertainment (e.g., listening to CAMY’s recognition feature mainly causes pet-like
music, reading books, using a mobile phone). During the perception, which derives from the characteristic of
three phases, CAMY’s usage scenarios described above personalized attachment to the owner. This is also
took place at least once. After 40 minutes of the main tasks, recognized by Helmes et al. [20], who showed the ability to
we conducted a semi-structured interview to gather recognize users can increase affection with a product.
participants’ feedback on the experience with CAMY. The
Emotional Experiences
interview questions were grouped in the following topics: CAMY provided participants with various types of
affective engagement, hedonic aspects, pragmatic support, emotional experiences. Key emotional experiences can be
preferences, and perceived appropriateness of CAMY’s explained in terms of intimacy, sympathy, and
features in relation to the task situations. delightfulness.
Data Collection and Analysis
Increased Intimacy
The entire study process, including interviews, was video In social psychology, intimacy is composed of “warmth,”
recorded and transcribed (nearly 30 hours of video “closeness,” and “sharing a relationship” [52]. Nine
recordings). We watched the video recordings and participants of fourteen mentioned ‘warmth’ with CAMY,
transcribed audio segments that were relevant to emotional especially in the personal security scenario. For example,
experiences. Keywords were extracted and open coded P4 stated: “CAMY is cordial and gentle. It works for me
from the textual documents. The coded texts were analyzed kindly what I need to be doing.” Participants regarded
in various stages of clustering and relation analysis with CAMY as a private and personalized being, as if it was
visual aids such as affinity and hierarchical diagrams. their pet. For example, participants perceived CAMY more
In our analysis of the results, we tried to answer if CAMY as “my” thing and wished to “keep” it after use. P8 said, “It
was perceived as a pet and what impressions CAMY gave will be great to decorate CAMY’s outfit reflecting my
to the users. We also wanted to know if the usage of preference and individuality. Personalized intimacy could
CAMY enhanced users’ emotional experience, and if so, be enhanced.” In P6’s words: “I certainly perceived the
what kind of experience and its characteristics. We also place to be intimate because CAMY was looking at me.”
wanted to identify if users’ interaction with CAMY One of the pet dog characteristics that contributed to the
influenced emotional aspects of the user experience, such as feeling of intimacy or ownership was the characteristic of
intimacy, engagement, and delightedness, as indicated in personalized attachment to the owner and user interactions
the related works [5, 17, 44, 62]. that provide emotional rapport. In the post interview,
FINDINGS participants showed that intimacy with CAMY increased
because it reacted to them or recognized them.
Impression of CAMY
CAMY made a pet-like, life-like impression upon We found that participants were conscious of CAMY’s
participants. They frequently used expressions indicating presence and felt that it gave comfort to them. Five of 14
CAMY was a living creature, such as “this child,” “sullen responded that they felt CAMY was always by their side,
face,” and “was pitiful.” P6 talked directly to CAMY with and a few said that they felt calm, comfortable, and cared
giggling when it behaved unexpectedly: “Wake up—hey! for, even if they already knew that CAMY was not a real
Bow wow!” Six of the participants often described CAMY creature (P6, P12, P14). When participants were asked to
as if it had its own character. In P7’s words: “It easily feels explain CAMY to their friends, some answered using words
loneliness, and I love this stupid character of feeling indicating co-presence, such as “a friend who never makes
happiness even at my absent-minded gesture.” me bored” or “to be with me.” P6 said, “CAMY’s greeting
In the post interview, participants indicated they perceived will be the most helpful aid for me now living a dry life.”
CAMY to be alive when they experienced accidental Sympathetic reaction (trustworthiness and tolerance)
actions or unexpected functions. Contrarily, they reported As another aspect of the emotional experience, participants
irrelevant and repeated responses made by CAMY reduced showed sympathetic and gentle reactions to CAMY. Seven
the feeling of a living creature. Meanwhile, tactile and of the participants grimaced and moaned, saying “awww”
physical aspects (physicality) of CAMY were other factors or “OMG,” when CAMY showed a sad face. In P4’s words,
that increased life-like perceptions. In P3’s words: “I like “even though CAMY might cause inconvenience when
CAMY’s fluffy texture when I touched it. The smoothness enjoying wide screen [because CAMY covers part of the
really makes CAMY seem alive.” monitor screen], I’m not willing to cover CAMY with a
Beyond the animal-like impression, CAMY was perceived program. It would make me more uncomfortable.”
more as a pet when it perceived subtle changes in a user’s Furthermore, several (five of fourteen) participants tried to
confirm CAMY’s affective status, like checking CAMY’s

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UBICOMP '14, SEPTEMBER 13 - 17, 2014, SEATTLE, WA, USA

happy face (e.g., perpetually moving their mouse’s cursors or rubbing the face with the mouse cursor) when they
over CAMY to make it smile whenever its tail rolled wanted to rest. Though CAMY was originally designed as a
down). P9 said, “Though I definitely know CAMY is a PC peripheral that pragmatically serves as a PC agent,
machine, I began checking whether it was bored participants perceived it as an amusing product for
unconsciously.” Such a reaction can have practical benefits entertainment or relaxation (e.g., an object for a prank). P9
to utilitarian aspects. Users would be more willing to accept expressed interaction with CAMY as “it’s like rice puff or
functions and behaviors that appealing products offer. popcorn, which has no taste or nutritional value but heals
Moreover, participants even showed interest in improving my boredom eating unconsciously.” In P10’s words: “When
their relationship with CAMY rather than being concerned I realized I forgot what I was doing because CAMY
about its usability in some cases. This finding obviously distracted me, I thought the situation was rather amusing.”
supports the idea that zoomorphic or anthropomorphic
Effects of Mixed-Media Feature on User Experiences
expressions enhance system acceptance [21, 54]. The mixed-media feature helped CAMY to be more
P11 and P14 revealed that sympathetic responses elicited a delightful and draw users’ interests. CAMY was perceived
strong trust in CAMY. They mentioned the content and as a pet like animistic life form that moved dynamically
function provided by CAMY seemed trustworthy and between the real and the virtual world. P8 said: “Jumping
reliable. For example, when CAMY requested that they CAMY into the monitor screen gave me an unexpected
play (urging users to rest) or that they treat a virus, more experience. It made CAMY seem more delightful.”
participants (12) were willing to accept the request than CAMY’s virtual characteristics made users feel that CAMY
without CAMY (5). In previous research it was found that was connected to a computer system. Participants
people’s ability to anthropomorphize and zoomorphize mentioned that CAMY, without its virtual part, would not
helped them value artificial objects highly enough to treat seem to link with their work situation. They also preferred
them as trusted and dear objects [55]. Similarly, it is CAMY’s face as shown on the screen, where they mainly
supposed that pet-like qualities could have an effect on looked at when working. In addition, virtual media had
participants’ trust through increased sympathy. advantages of expressing facial expressions or mobility
Another interesting finding was that sympathetic emotions without constraints. Virtual CAMY gave more liveliness by
might enhance participants’ compassionate attitudes and enabling diverse motions.
generosity to CAMY. This implies that a pet dog analogy The physical part of CAMY gave users the impression that
has the potential to make users treat a product more CAMY was more substantial, vibrant, and alive.
seriously and be more absorbed in the relationship with a Participants pointed out physical CAMY being the most
product. In a previous study on Roomba [55], its animated alive, followed by mixed CAMY (present form), and virtual
characteristics encouraged users to implement CAMY was the least alive in the same degree of movement.
considerations for the product (e.g., rearranging furniture to A common reason was that the physical part was tangible
allow Roomba to clean rooms better). In our study, this was and touchable rather than only moving. This result, which is
also the case with CAMY, but more enhanced levels of somewhat obvious, showed that physical movement helps
tolerance were shown. In F4’s words: “I am willing to wait people perceive robotic objects and agents as more alive
for CAMY to unlock the screen saver even though it and fresh [36, 45.]. Participants (P2, P10) compared the
usually takes more time than me. Like this, I can see my existing animated agent to “Rocky” (an animated agent
doggy open the door. In the morning, I can be patient with program in Microsoft Office) as it only felt like a pet-
him to get his newspaper, which makes me proud.” These shaped program, but CAMY is different due to its tangible
results imply that a pet dog analogy can create a different properties. In addition, physical representation had
point of view, calming users and allowing them to attractiveness by maximizing the same movement of virtual
appreciate the product beyond its functional aspects. representation. The physical part substantiated CAMY and
Delightful experiences strengthened its presence.
We found that physical movements and CAMY’s tangible The overall impression of the mixed part made CAMY
qualities (shape of tail, fluffy materiality) attracted users’ more unique and attracted attention compared to other pet-
interest and generated delight. All participants appreciated like products (Tamagotchi, Nabaztag [24]) or animated
and preferred CAMY’s tactile qualities. CAMY’s active agent programs (Microsoft’s Bob or Rocky [56]). In P13’s
behavior also aroused participants’ curiosity and raised words, “CAMY is a novelty living in a virtual space inside
their level of interest. Most participants (twelve of fourteen) a monitor and sometimes swims out of the screen. It makes
tended to actively explore CAMY’s interactions and it fun and lively that its face and body moves seamlessly at
enjoyed these discovered interactions. They continuously the same time.”
tried to find reactions by hovering a mouse cursor, clicking
on CAMY, or maintaining eye contact with CAMY. DISCUSSIONS
Lessons from the design process and user study with the
Participants especially enjoyed exchanging thoughtless explorative prototype led us to understand how to utilize a
interactions with CAMY (e.g., making eye contact with it pet dog analogy in ubicomp products. The implications are

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SESSION: UBICOMP AND DESIGN

supposed to contribute to the provisional, contingent, and In the design cases, there may be several ways to apply pet-
aspirational aspects of design, unlike discoveries from like characteristics to functions. A possible approach for
analytical research [18]. We discuss issues to be considered emotional rapport is making the product provide unique
when applying a pet dog analogy in ubicomp product responses. A pet-like mouse can provide different
design and design opportunities promoted by a pet dog-like feedbacks recognizing a user’s hand grip patterns via light
ubicomp product below. sensors. For example, when a user hits the top part out, or
when a user touches the lower part (sensitive area), the
What are the Issues to be considered when applying a
Pet Dog Analogy? mouse might tremble. A pet-like lamp can be designed to
switch on/off when a user strokes its stand. A pet-like car
Applicability of the pet dog analogy depending on type of may produce a sniffing sound whenever a user sits down. In
ubicomp product order to give active (playful, lively) behaviors, it would be
When designing CAMY’s functions and scenarios, we possible to utilize a product part that moves like an animal.
considered that a pet dog analogy should be applicable for a For example, a mouse can vibrate like a living mouse or
wide range of ubicomp products. It should be adaptive in shine its light as if it were breathing. A lamp can fold its
terms of functions (or complexity), scale, or intelligence joints as if it were nodding. In the case of the car, the side
(See Figure 9) of products. CAMY is considered a mirrors can flutter like Dumbo’s ears, while the rear
“multifunctional,” “small-scaled,” and “moderately smart” antenna can shake like a tail.
device. It performs simple tasks linked to a PC and shows
some commendable abilities, such as recognizing a person We can handle the characteristics of personalized
or learning some commands. In our experience, the attachment to the owner by simply designing private
prototype of CAMY was considered to have a pet dog’s functions that recognize a user. A mouse can recognize a
intelligence level by the user study participants. However, user through fingerprint recognition; a lamp can
questions remain regarding whether the pet dog analogy can automatically turn on the light when the user comes home
be applied to other types of ubicomp products with different late by recognizing the user through vision sensors. A car
levels of complexity and scale. We explored other design can flutter its side mirror, as if waving “hello,” when a user
cases at different levels (pet-like mouse, bedside lamp, and unlocks the door. It might be possible to have a higher level
car) as shown in Figure 9. of features to accumulate a history with the user and
defining a unique usage pattern. For example, a pet-like car
can greet more frequently as the mileage increases.
Characteristics of personal identity can be applied by
providing DIY features to customize or decorate a device as
a user desires. CAMY could also provide other choices of
appearance, like picking a species in an animal shop. As for
utilitarian features, a mouse can serve utilitarian purposes,
such as trembling when a user uses the computer for too
long. In the case of the lamp, it can show various mood
lighting based on contextual awareness of temperature,
humidity, or luminance being connected to the internet. If
utilizing as similar pet’s utilities, the design can be made to
look more pet-like. When driving for a long time, for
instance, a pet-like car encourages the user to rest by
making a whining sound. A characteristic of sociability can
be applied by supporting social networking with other users.
For example, a pet-like lamp can detect whether another
user is next to a paired lamp. The lamp can inform the user
of the other’s status with a howling sound or a light. A pet-
like car may help gently communicate with other drivers. A
user can express his/her feelings, such as “thank you,” or
“sorry,” through an antenna shake instead of the horn or
emergency lights. It is necessary to develop prototypes that
are more refined, along with ways to systematically apply
different functions that provide emotional user experiences.
Nevertheless, the proposed conceptual design cases indicate
the potential of the pet analogy in applying diverse ubicomp
products.

Figure 9. Concept images of a pet-like mouse, a pet-like


bedside lamp, and a pet-like car

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UBICOMP '14, SEPTEMBER 13 - 17, 2014, SEATTLE, WA, USA

Could Pet-like behaviors be Practically Useful? Supporting ambient and peripheral interaction
Compared to the ordinary message without CAMY, the The findings indicate that a pet dog analogy is effective in
system message guided by CAMY was more trustworthy, delivering implicit messages by utilizing the product’s
attractive, and appealing to users. However, to somebody bodily movement and interactive behaviors. This might be a
who wanted to ignore the virus messages, this appealing pertinent model for supporting peripheral interaction. Users
aspect was rather forceful and bothering. Such a difference can easily understand product operations based on their
might be caused because executing a virus message is not background knowledge of pet dogs’ behavior. This may be
always mandatory. This pressure from a pet-like expression appropriate to public-type products (e.g., kiosks) because
might be helpful in case of an urgent situation that needs to users have to acclimatize its operation in a short time. This
be emphasized or informing users of newly released but also can be leveraged to designing an ambient system that
essential updates. According to recent research, cute pets requires less attention. One of the ideal ways to develop
have positive effects in concentrating on content [43]. future pet-like ubicomp products might be evolving into
On the other hand, mindless and playful interaction with calm systems that operate tasks by themselves and
CAMY served as a brief pause, changing the atmosphere, sometimes provide users with ambient interactions to
and users could be more focused on the main task. manipulate them.
Participants pointed out interaction with CAMY was a more CONCLUSION AND FUTURE WORK
effective relaxation than other things they could do to take a In this paper, we explored opportunities for a pet dog
rest, because it was like simple doodling; therefore, not analogy in support of emotional experiences with ubicomp
much drew their attention. Recent research presented products. The main contributions of our study are the
empirical evidence relative to our results in that fidgeting suggestion of a model of pet dog analogy for everyday
interaction showed a positive effect on task efficiency and ubicomp products. CAMY and other design cases show
users’ creativity [27]. how a specific design case can be developed using the
Design Opportunities for using a Pet Dog Analogy model. The user study’s results have improved our
understanding of the impact of products imparted with pet
Smart-but-dumb ubicomp products dog characteristics on emotional experiences in terms of
In the user study, CAMY was assessed as “smarter than a intimacy, sympathy, and the delight of the experience. It
pet” and “duller than an ordinary webcam with the same also guides practical implications and design opportunities
functions.” It seems reasonable to assume that the for future applications. A pet dog analogy brings in a new
impression of a pet dog-like product influenced users to feel lens of representing ubicomp design as relatively dull,
that CAMY was more intimate and comfortable. Perhaps, enhances users’ trust and tolerance, and can be an adequate
ubicomp products might not always have to be described as model for ambient system design.
intelligent. In fact, ubiquitous computing succeeds rather
well when users recognize the technologies less smart [14]. In this study, we took a quick and qualitative lab-based
A realistic human-like robot or overly smart agent may approach to test the feasibility of our initial model. Due to a
induce the feeling of repulsion in users [40]. In this regard, short lab study, we could not deal with enough other
a pet dog analogy can be used when we intentionally aspects of emotional experience like attachment, long-term
describe an ubicomp product as a low-intelligence product. relationship, and novelty effect. For further investigation, it
Such a “smart-but-dumb” design model could be useful for would be valuable to carry out long-term field trials in a
elderly people and anybody who tends to have low real usage context with a more robust prototype.
technological literacy. For example, a grandmother may get Imparting life characteristics to a product can be seen as an
used to participating in a video chat with her granddaughter extension of the concept of animism, which is the notion
living abroad via the assistance of CAMY. It also is that material forms have an “inner-life” of their own [59].
probable that a pet dog analogy can have the role of helping Further study about the application of animism as a more
users easily adjust to ubicomp products through maintained extended concept is also required.
intimacy. ACKNOWLEDGEMENT
Offering receptive and tolerate tolerant attitude in usage. This work was supported by the KAIST. [01140067, Dr. M.
A pet dog analogy may contribute to enhance the trusting Smart Mobile Health/MediCare Solution]. Special thanks to
and tolerant attitude towards a product. As ubicomp Han-Jong for improving our demo video.
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