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FeelerSupporting awareness and reflection
about learning through EEG data
September 2015Aalto School of Arts, Design and Architecture
Eva Durall, Teemu Leinonen
1. Introduction
Research areas approached in Feeler prototype
1. Introduction
EEG Skin Conductance
Heart Rate Pupil Dilation / Blink Rate
Body Posture / Gaze
Expression Recognition
Cognitive Load
x x x x x
Attention x x xMeditation x xMental Fatigue
x x x x x
Alertness x x x x xEmotions x x x x x xStress x x x x
EEG as one of most popular biomarkers for monitoring components of learning
Most frequently used real-time biomarkers using non-invasive technology
2. Research question
What should be the role of biomarkers in learning?
3. Feeler Prototype
Feeler prototype developed in collaboration with Niklas Pöllönen (electronics and programming).
Feeler is composed by a digital app and a set of modules with which the user physically interacts during the study session. EEG data is collected through Mindwave device.
Mindwave device
3. Feeler Prototype / Tangible objects
Feeler tangible objects
In Feeler, a study session is structured in 3 moments: relaxation, study and self-assessment. Each module guides the user through visual and haptic feedback.
Relaxation module
Relaxation is achieved through calm breathing. Users are asked to adjust their breath to the rhythm set by a led light during 5 minutes.
3. Feeler Prototype / Tangible objects
3. Feeler Prototype / Tangible objects
Study module
Users can set the amount of time that takes the study module. Feedback about time progression is given through a grid of leds that illuminates as time passes.At the end of the session, a gentle vibration indicates that time is over.
Self-assessment module
In the last module, learners are expected to dedicate 3 minutes to reflect about the session. At the back of the boxes, users find the following questions:
- How did you feel during the session?
- What do you expect from EEG data?- What would you change for the next
session?
3. Feeler Prototype / Tangible objects
Connection between modules.
3. Feeler Prototype / Tangible objects
In order to change task, users need to connect the modules. A smooth vibration indicates successful connection.
3. Feeler Prototype / Digital app
Screen captures of Feeler digital app
A desktop app guides users through the different Feeler modules. At the end of the session, user’s brain wave data is visualized.
Connection between modules.
3. Feeler Prototype / Digital app
Feeler data visualization
4. Methods
Research-based Design (Leinonen, 2008 & 2010)
5. Designing for reflection
Reflection levels that interactive technologycan support (Fleck and Fitzpatrick, 2010)
1. Revisiting
2. Revisiting with explanation
3. Dialogic reflection
4. Transformative reflection
5. Critical reflection
5. Designing for reflection
- Slow technology- Design for interruption (Hallnäas & Redström, 2001)
- Inquisitive Design- Design for conflict and inquiry (Dalsgaard, 2008)
- Technology as Experience- Design for openness and incompleteness (McCarthy &
Wright, 2004)
6. Conclusion
- The focus of learning technology based on monitoring physiological data should be on empowering students through reflection and awareness.
- Design strategies for supporting reflection:- Creation of time.- Asking reflective questions.- Leave some aspects incomplete.
Thanks!Further information:[email protected]