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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Humans are not rational; artificial agents are not emotional</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Leon S. Sterling</string-name>
          <email>lsterling@swin.edu.au</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>James Marshall</string-name>
          <email>jgmarshall@swin.edu.au</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Swinburne University of Technology</institution>
          ,
          <addr-line>John Street, Hawthorn, Victoria, 3122</addr-line>
          ,
          <country country="AU">Australia</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Agents have been used as a unifying metaphor while designing socio-technical systems where humans interact with software components. As socio-technical systems have become consumer-oriented in areas such as health, it has been acknowledged that emotions need to be considered if people are to adopt technology. This paper argues that the common agent metaphor for humans and software is limited. Humans and artificial agents need to be considered and modelled diferently with respect to both logical behaviour and emotional goals.</p>
      </abstract>
      <kwd-group>
        <kwd>Agents</kwd>
        <kwd>emotions</kwd>
        <kwd>motivational modelling</kwd>
        <kwd>design</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Intelligence is given by Russell and Norvig [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>
        Computing is pervasive in today’s world and deployed over a range of devices by a multiplicity
of users. We are developing and using software systems to interact with both the ever-increasing
complexity of the technical world and the growing fluidity of social organizations. How to
conceptualize the components of the system? As argued by Sterling and Taveter [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] for example,
agents represent a conceptual model for developing software systems that are open, intelligent
and adaptive.
      </p>
      <p>
        Over the past decade the external environment has changed where smart devices are
ubiquitous and people use apps in almost all aspects of their lives. There is a consumer culture that is
pervasive. Catering to consumer behaviour is a diferent proposition for developing software
∗Corresponding author
†These authors contributed equally.
nEvelop-O
LGOBE
and services. Previously, software was primarily built for individual organisations and used
to solve business problems. The boom in smart devices for personal use has increased focus
towards the needs and experiences of end-users, allowing technology to support individuals
and communities in their everyday lives. In the consumer space, people rapidly make
discretionary decisions to use or reject apps. People can quickly reject new technology if it doesn’t
appeal to their emotional needs. As argued in [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], emotional responses are a key consideration
determining whether people adopt technology.
      </p>
      <p>This paper has emerged from grappling with the changing nature of software and service
development and renewed engagement with emotions. We argue that the role of the agent
metaphor, in particular close identification between humans and artificial agents (for the lack
of a better term) needs to be reconsidered. The next section presents a range of background
issues, including current thinking about emotions, which has been developing in recent years
with the emergence of the theory of constructed emotions, why emotions need to be considered
when developing system requirements and what we have learned about modelling software
where emotional goals have been expressed. An important consideration for the development
of systems is the value of a shared understanding of system goals among diverse team members
coming from diferent disciplines.</p>
      <p>Section 3 argues that artificial agents are not emotional in the way that human agents
are, and it is misguided to try and equate the two. Section 4 argues that human agents are
not logical in the way that artificial agents are modelled, and that should be more explicitly
recognised in system implementation. Section 5 argues for design to play a leading role in
building socio-technical systems that meet emotional requirements. Section 6 concludes.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Underpinnings</title>
      <p>
        Emotions have been considered in some early research on agents. Afective computing had
been suggested by several as an approach to consider [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Believable agents with emotions
were proposed as important to increase uptake of agent systems [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. A paper presented at
an AAAI conference 20 years ago by Scheutz [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] noted that there was no agreement about
emotions. Scheutz pointed out that certain authors are quick to label robot (or agent) behaviours
as emotions with little justification from psychology research. We agree about the inappropriate
labelling of behaviour as emotional. Several terms are conflated as emotions, such as afect,
motivation, and basic drives like hunger. In this section we unpick some of the underlying
concepts and suggest a way of handling emotional goals in system development.
      </p>
      <sec id="sec-2-1">
        <title>2.1. The nature of emotions</title>
        <p>Emotions have long been recognised as a key part of human experience. Biblical texts use lots
of emotion words as an attempt to describe a good life. There is a well established link between
emotion, art and design.</p>
        <p>
          In his book The Art of Experience [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ], American philosopher John Dewey presents artefacts
dating back over 3000 years from the Egyptian, Greek, Minoan, and Roman Empires that
evidence the profound importance emotion played in designing not only ancient products
but entire civilisations. According to Dewey, art and design represented far more than mere
decoration to people from these ancient civilisations. Rather they reflected the emotions and
ideas that are associated with the chief institutions of social life. Dewey argues that emotion
is the foundation of aesthetic experience; being the ultimate judgment upon the quality of a
civilisation.
        </p>
        <p>
          It has been argued that emotions are part of our social adaptation strategy. Emotional
reactions are formed quickly, and are part of the fast processing that Kahneman discusses in
’Thinking: Fast and Slow’ [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]. People needed to respond quickly to people in order to survive
as part of a group. Kahneman distinguishes more cognitive thinking as a slower process from
faster associative thinking. In ’Behave’ [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ], Robert Sapolsky distinguishes between cognition
and afect and discusses in great detail their efects on behaviour. It is beyond scope to discuss
in detail, but the interaction between them is complex.
        </p>
        <p>As early as the 4th century BCE, Aristotle attempted to identify the exact number of core
emotions in humans. Described as Aristotle’s list of emotion, the philosopher proposed fourteen
distinct emotional expressions: fear, confidence, anger, friendship, calm, enmity, shame,
shamelessness, pity, kindness, envy, indignation, emulation, and contempt. More than 2000 years
after Aristotle created his list of emotions, and despite significant advances in neuroscience and
neuroimaging, not much has changed.</p>
        <p>
          A predominant classical view of emotion still claims distinct and universal human emotions
as part of our essential core. According to Ekman [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ] (Ekman, 2003) there are seven facial
expressions that represent universal emotions in the classical theory of emotions. Ekman
claimed that the expressions and emotions are common to all humans independent of culture.
He opined that are a few more emotions worth exploring and understanding, including contempt.
However most of these additional emotional facial expressions can be organised and placed
into one of seven emotion families: anger, happiness, sadness, contempt, surprise, fear, disgust.
        </p>
        <p>
          Ekman’s claims have been steadily debunked in recent times. In ’A Human History of
Emotion’ [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ] the author Richard Firth-Godbehere makes a convincing demonstration on how
emotions have varied in diferent cultures throughout the world undermining Ekman’s claims of
universality. Firth-Godbehere’s PhD research was on how disgust has been viewed throughout
history with reference to literature. The evidence of change is compelling.
        </p>
        <p>Ekman further claimed that emotions are physical things that are hardwired into the brain as
objectively real constructs. Researchers have not been able to establish such a list. There is too
much ambiguity on which emotions people are feeling when being measured.</p>
        <p>
          New research into emotion suggests that we have far more agency over creating emotions,
both in ourselves and others than previously thought. Developed by Professor of Psychology
Lisa Feldman Barrett, the theory disagrees with the classical view of emotions that we are born
with emotions built-in [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ]. In contrast, the theory of constructed emotions argues that emotions
are learned, that we have agency over our emotions and that our emotions are goal-based.
Barrett suggests that humans are unique in their ability to create and name (with words) abstract
goal-based mental concepts such as ‘wealth’ and that emotion concepts such as ‘desirability’
are only goal-based. By reading an instance of an emotion word, we are primed to recognise
that emotional concept in others and experience it ourselves. Furthermore, emotional concepts
may be categorised and shared. As Barrett explains, make something up, give it a name, and
you’ve created a concept. Teach your concept to others, and as long as they agree, you’ve created
something real - an emotion. The more granular a person’s emotions are, that is being able
to name diferent afective states, the better life outcomes they experience, including being
generally healthier.
        </p>
        <p>The implications of the theory of constructed emotions are profound. Not only can we create
and have agency over our own emotions, but we can also, according to Barrett be an architect of
other people’s experiences. As Barrett explains the theory of constructed emotions, in brief: Right
now, as you read these words, your brain is wired with a powerful conceptual system for emotion.
It began purely as an information-gaining system, acquiring knowledge about your world through
statistical learning. But words allowed your brain to go beyond the physical regularities that you
learned, to invent part of your world, in a collective with other brains. You created powerful, purely
mental regularities that helped you control your body budget in order to survive. Some of these
mental regularities are emotion concepts, and they function as mental explanations for why your
heart thumps in your chest, why your face flushes, and why you feel and act the way you do in
certain circumstances. When we share those abstractions with each other, by synchronising our
concepts during categorisation, we can perceive each other’s emotions and communicate. That, in a
nutshell, is the theory of constructed emotion - an explanation for how you experience and perceive
emotion efortlessly without the need for emotion fingerprints .</p>
        <p>The main idea of the theory of constructed emotions is that emotions are abstract concepts
that we create, share and agree upon. Their purpose is to predict future states. Based on context,
emotions guide the interpretation of but are separate from, individual afect or feelings.</p>
        <p>Barrett shows that interpreting facial expressions as expressions of emotion depend on
context. She shows a small photo of Serena Williams’ face that initially looks to be an angry
expression. The small photo is a cropped version of a larger photo taken Williams won a tennis
ifnal at Wimbledon. In the larger photo the face is seen to be a triumphant roar of joy.</p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Why requirements for certain applications need emotion words</title>
        <p>
          Early software engineering focussed on getting functional requirements correct. It was soon
realized that concentrating on functionality was not enough. As argued by many, including
[
          <xref ref-type="bibr" rid="ref14 ref15 ref16">14, 15, 16</xref>
          ], it was important to also give attention to non-functional requirements. Whether
non-functional requirements were met had a huge impact on whether a particular software
system would be successful. Note we prefer to use the term quality requirements rather than
non-functional requirements as they represent desired qualities [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ] of a system.
        </p>
        <p>
          As claimed by Stol and Fitzgerald in a 2018 article [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ], awareness of software engineering as
a social and multidisciplinary activity has increased. It requires some adjustment to take the
social aspect of socio-technical systems seriously. This has led to a consideration of socially
oriented requirements [
          <xref ref-type="bibr" rid="ref19 ref20">19, 20</xref>
          ] as a topic to be considered in its own right. An important aspect
of socially oriented requirements are emotions that people may or may not feel when interacting
with software. Another aspect is whether software systems embody values. In a talk at the
2019 Requirements Engineering conference, Professor Jon Whittle argued that requirements
engineering methods should place greater emphasis on human values in order to build software
that aligns with our individual, corporate or societal values. Now more than ever we are seeing
a blurring of the lines between social sciences and software engineering. Software developed
today incorporates and adapts to our values, attitudes, emotions, behaviours, amongst others.
We need to improve our techniques for empirically reasoning about these concepts, and then
ensure they are efectively addressed in design.
        </p>
        <p>
          Of course, this is not a new phenomenon. A 1946 quote from Lewis Mumford in ’Values for
Survival’ [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ] is apposite. We must give as much weight to the arousal of the emotions and to
the expression of moral and aesthetic values as we now give to science, to invention, to practical
organization. One without the other is impotent.
        </p>
        <p>
          The emotional aspects of digital products are undeniably important; however, they are
often overlooked or ignored as system requirements or goals. There are numerous reasons.
Firstly, emotions like desirability are dificult to elicit and measure, as they are subjective.
Secondly, unlike the repeatable and logical way computers operate, emotional decisions are
often based on, or exhibit logical fallacies that are not easily incorporated into standard system
requirements models. Thirdly, system requirements models were created by engineers, who
consider requirements as objective [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ]. Qualities such as aesthetics and emotion that may map
from many goals to many features are figuratively and literally ‘fuzzy’ to engineers who depict
them as clouds and describe them as ‘soft goals’. Therefore, they are incompatible with the
engineering mindset that seeks cognitive ‘closure’ and fosters a script of strict ‘rational’ control
of processes [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ].
        </p>
        <p>
          The need for requirements including emotion words is clearly illustrated with a personal
anecdote from twelve years ago. Ruth, the mother of the first author, had a fall in the house
where she had been living alone for the thirty years since her husband had died and her children
had left home. Her children insisted that Ruth needed to use one of the emergency alarm systems
that monitor safety at home. With great reluctance and significant protest, Ruth agreed. She
quipped “You are making me wear a cowbell.” Some time after Ruth passed away, a conversation
occurred between the first author and the company responsible for the software in the alarm
system. It was pointed out that the system had not been well received by Ruth who felt that
it was not emotionally supportive. The software company was stunned as no-one had said
anything like that to them previously. They defended themselves by stating that there was no
requirement when designing the system that the older person should feel independent and cared
for. Perhaps not, but is it clear that there should have been. More about emotional requirements
and emergency alarm systems is discussed in [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ].
        </p>
        <p>
          Another project where emotional goals were part of the story was a research project funded
by the National Health and Medical Research Council of Australia. The research team performed
randomized, clinical trials as to whether electronic sites can give better outcomes for patients
with depression than current standard consultations with general medical practitioners [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ].
Between 24 and 55 percent of patients attending primary care internationally have depressive
symptoms. Currently there is a mismatch between patient needs and the treatment received.
Patients with sub-threshold or mild depression, who are likely to recover spontaneously, are
often treated with antidepressant medication. On the other hand, patients with severe symptoms
often do not receive minimally adequate treatment.
        </p>
        <p>
          Building on a 10 year study that tracked over 500 people with depressive symptoms to
document and describe the nature and course of depression [
          <xref ref-type="bibr" rid="ref26">26</xref>
          ], a pre-screening tool was
designed and implemented on an iPad to assess potential participants in the study as to whether
their mental health symptoms are low-risk, moderate risk or high risk for developing into
serious depression. The tool consisted of a number of questions that the medical team consider
are a good indication of depression, based on the analysis of data collected over a decade through
the depression study. Two design concepts were developed. The designs included icons relating
to each question on the app and an assortment of ways of presenting results. It was striking
how the diferent design concepts engendered diferent emotional reactions from the focus
group participants. One of the design concepts was clearly preferred.
        </p>
        <p>The iPad app was subsequently designed and developed so that interactions with the tool
were positive. It needed to be suficiently appealing to engage people who are unaware that
they are at risk of depression and/or have negative attitudes towards the diagnosis of depression.
It also needed to deliver the results in a way that does not lead to panic but to discussion
with their doctor. The app was piloted through two focus groups with eight participants who
were potential end users of the app. Completing the app took participants between two and
three minutes. None of the participants had to be instructed in how to use the app. Notably,
participants did not report any negative aspect of using the app. All participants explicitly
said it was an easy, neutral experience. During piloting, the app was unobtrusive and did not
detract from the medical considerations. Participants indicated that the app could aid their self
reflection, provide hope, and motivate them to seek treatment.</p>
        <p>
          The research team considered it a success when the focus group said the tool felt authoritative
and the patients taking the questionnaire felt more encouraged to take action to support their
mental health. Patients reported that they wanted the app to make them feel supported,
comfortable and that the information feel relevant and important, and they wanted to see their
results. Doctors wanted to have confidence that the app provided reliable information, to have
it feel professional and useful for improving depression care, and researchers wanted the app to
be scientifically reliable trustworthy and useful for improving depression care. In the second
focus group, the look and feel of the app was appreciated. Participants expressed a desire for a
positive message tailored to individual results and incorporating a treatment recommendation.
In other words, their emotional needs had been catered for in their interaction with the app.
One finding was that the system needed to report an outcome about their health. Participants
expect a quid pro quo for providing information. More details of the study can be found in [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ]
including quotes from the participants which indicated such emotional engagement as hope.
        </p>
        <p>
          Recent research in using electronic health records for self-managing health has shown that
patients wanted to feel empowered, in control and resilient, while maintaining meaningful
connections with family and carers [
          <xref ref-type="bibr" rid="ref27">27</xref>
          ]. Current solutions fail to adequately address these
emotional goals. Citizens have been confronted with a platform which they refuse to trust with
their personal data.
        </p>
        <p>Many diferent types of emotions are important to consider when designing technology.
For example, commonly recognised western emotions such as joy can be a core goal of many
software systems. A major motivation of computer games or software systems that utilise
gamification is to create a fun and delightful experience. In the agent literature, emotions have
focussed on the believability of the agent. In the heyday of e-commerce innovation, there
was discussion of stickiness of sites and whether the agents increased engagement. Of course
the aspects of stickiness have been refined to a fine art by social media applications such as
Facebook and YouTube.</p>
        <p>
          In our research, we address the need for emotion words with motivational models. In brief,
a motivational model is a high level diagram describing an overall socio-technical system,
a software product or a company. Motivational models are the evolution of goal models as
described in [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ]. The intent underlying the creation of a motivational model is to capture
a shared understanding of the system, its goals and stakeholders. The motivational model
diagram captures what the system to be is being designed to do, what qualities the system
should have such as security and privacy, and how interactions with the system should feel for
key stakeholders. What the system should do, efectively functional requirements, and how the
system should be, efectively quality requirements, are reasonably standard. Including goals for
emotional responses at the highest level of the project is relatively new.
        </p>
        <p>Representing emotional goals at a high level of abstraction presents a challenge. They are
inherently ambiguous and subjective, challenging to address in design, and dificult to evaluate.
An example of an emotional goal is for people to feel empowered while interacting with software.
The emotion of feeling empowered is a property of a person and not of software which partially
explains why emotions have not traditionally been taken into account. Yet emotional goals are
essential as people tend to reject software that does not adequately support the way they wish
to feel during interactions.</p>
        <p>
          User emotions may be characterised as soft goals [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ] but are only indirectly represented
using traditional software engineering methods and are typically ignored even if raised. Explicit
emotional goals are discussed by Marshall [
          <xref ref-type="bibr" rid="ref28">28</xref>
          ] as separate from other quality goals to both
promote and represent emotional expectations of users and other stakeholders. It can be
argued that emotional goals are diferent from traditional quality goals such as performance
and reliability because they are properties of the user rather than the system.
        </p>
        <p>
          An example of an emotional goal from our case study of emergency alarm systems [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ] is
that the relatives of older people want to feel reassured that their relative is safe. Relatives
feeling reassured is hard to consider being a property of the system. Measuring such feelings
requires us to measure the emotional state of people (e.g. representative users) unlike other
qualities; for example, performance, which can be measured directly, or even usability, which
can often be measured using well-defined metrics and qualitative observation from system logs.
We advocate that emotional goals be regarded as first-class objects in software engineering and
be treated separately from other quality goals.
        </p>
        <p>Let us consider emotions. Do existing software engineering techniques efectively translate
emotional goals and requirements into design? We contend that requirements relating to
emotions difer from traditional functional and non-functional requirements. Emotional goals,
such as the goal of feeling empowered while interacting with software, is a property of a person
and not of software. Emotional goals are inherently ambiguous, subjective, dificult to elicit,
dificult to represent, dificult to address in design, and dificult to evaluate. Existing artifacts
that capture soft goals include use cases, personas, scenarios or cultural probes. However, these
alone are still insuficient when designing for technology embedded within complex social
situations.</p>
        <p>Talking about how software needs to cater to the emotional needs of its users from is powerful
from a psychological perspective. Indeed our involvement in several projects came about
because the project leads were concerned about engaging with users’ emotions, a sentiment not
commonly expressed. Exactly defining emotions, however, is not necessary in our experience.
Emotions are not clear-cut and hence emotional requirements are ambiguous. The ambiguity
may lead them to be sidelined. We believe that emotions are important to address and need to
be integrated with the elicitation of functional and other quality requirements.</p>
        <p>There is occasional confusion between qualities and emotions, compounded by the fact that
the same word can appear both as a quality goal and an emotional goal. An example might be
from an electronic banking app which both needs to be secure and feel secure. They generate
diferent requirements. Consider the quality of security for the electronic banking app which
would need to be realised by appropriate encryption algorithms. On the other hand, the system
needs to feel secure by looking professional and not asking for inappropriate information.
Encryption algorithms and professional look and feel are two separate issues to address in the
software. In practice confusion between qualities and emotions does not cause problems in the
elicitation process in our experience.</p>
        <p>
          To conclude this subsection we again quote from Barrett [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ]. I hope by now you appreciate
the drama that is going on here. Emotion words are not about emotional facts in the world that are
stored like static files in your brain. They reflect the varied emotional meanings you construct from
mere physical signals in the world using your emotion knowledge. You acquired that knowledge, in
part, from the collective knowledge contained in the brains of those who cared for you, talked to
you, and helped you to create your social world. Emotions are not reactions to the world; they are
your constructions of the world.
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3. Interdisciplinary teams and the need for a shared understanding</title>
        <p>Software development teams are increasingly multi-disciplinary due to the expansion of
application domains. The increase in disciplines places greater demands on communication as less
knowledge can be assumed. Both technical and non-technical team members are able - and
often expected - to contribute to ongoing discussions and decisions about requirements. Agile
practices have become widespread. They require lightweight models encapsulating
requirements and designs to promote shared understanding amongst the team members. The process
for acquiring requirements has shifted. Rather than having a requirements engineer interview
stakeholders with a business need, more collaborative processes are used. Design thinking
has become more prominent, with participatory and co-design approaches being used to help
elicit requirements. Co-design is important for consumer applications as they are more able
to explore emotional requirements which can relate to diverse social, cultural, organisational
and political situations around software use. Examples are wellness apps and services for the
homeless. Externally, more software projects are coordinating with diverse stakeholder groups.
For eGovernment and eHealth solutions, multiple distinct organisations are needed to provide
input on the software design. Achieving consensus is dificult as people are no longer forced
to use systems as they once were with business software. Wider engagement of stakeholders,
both internal and external, has made software development more challenging.</p>
        <p>In many instances it is impossible to control all of the factors which used to be part of
development. For example, if developing an app for homelessness which needs to
accommodate government policies, the developer cannot control how the government policies will be
introduced or managed or how agencies will interpret them. Another complicating factor is
that many fundamental requirements are not known in advance, but instead emerge over time
through discussion and deliberative processes.</p>
        <p>In grappling with the changing environment and demands, we have seen a need for improved
support for discussion, deliberative dialogue and sense-making. Discussing emotions increases
engagement. One response to our research has been that discussing emotions is not a
responsibility of the software engineer. Rather, ensuring that software engenders appropriate emotional
responses will be taken into account by the user experience team. User experience does need to
take emotional elements into consideration. However it is our view that emotions need to be
considered by the whole team, with the high-level goals being clearly articulated and with the
understanding that unless these goals are met, no goals are met. For example if the goal is to
create software that people use, and people don’t use the software, all other goals, such as how
well the software is programmed, are redundant and worthless.</p>
        <p>
          A positive emotional experience cannot always be easily added if it has not been included
in the design. From requirements methods, user stories can address the emotional needs as
can personas, but they will not be considered unless they are explicitly goals of the project.
Everyone needs to be on the same page. An important component of ensuring everyone is
aligned is awareness of whether the emotional goals are being addressed. It is important that the
whole project team shares an understanding of the project which leads to the next subsection.
As reported in [
          <xref ref-type="bibr" rid="ref29">29</xref>
          ], software developers failed to understand the need for engagement in
one version of the software. The software needed to be discarded and a new software team
assembled. It was too late to have UX designers salvage software that did not promote the
needed engagement from students.
        </p>
        <p>
          A key part of our process of developing models for requirements gathering is do/be/feel
elicitation. [
          <xref ref-type="bibr" rid="ref30">30</xref>
          ]. As a group the stakeholders produce lists of words that the software or service
is striving to be. The efect is to share understandings of words during the elicitation. Further
there are echoes of Barrett’s theory of constructing an emotion together.
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Artificial agents are not emotional</title>
      <p>As inexperienced parents, the first author and his wife struggled with responses to comfort
their eldest daughter Danya when she cried in the first few months of her life. Unfortunately, it
was a common experience. Also unfortunately, it was distressing when Danya continued to cry.</p>
      <p>A surprising strategy that we happened upon was to hold up a toy rubber hammer in front
of Danya. The hammer was orange and squeaked if it hit someone on the head or any hard
surface. The hammer also had a smiling face painted on it. When seeing the face on the hammer,
Danya would start laughing, and many times that enabled her to settle. Danya’s reaction was
undoubtedly emotional, and was reinforced over repeated use.</p>
      <p>To contrast from the next section, Danya’s behaviour was not rational. Incidentally the first
author’s other two children did not react in the same way. There was something individual and
contextual about the response.</p>
      <p>Now consider a Nao robot. Nao robots have vision capabilities. They could be programmed
to laugh when they see a face painted on an orange rubber hammer. We contend that a Nao
robot laughing on recognising the face on the hammer would not be an emotional reaction.
The laughing is of no benefit to the Nao. Holding up a hammer in front of a Nao would not be a
method for it to deal with discomfort in the world around it. Nor would it be remembered as an
element of comfort.</p>
      <p>Robots elicit emotions, but that is because of people’s inherent tendency to anthromorphise
and treat objects as social beings. Even robots that do not resemble humans, such as Roomba,
ElliQ, Starship robot, and AIBO can bring about strong emotional reactions in humans. For
example, on the 10th of January 2017 an incident was reported in Estonia, where a drunk man
attacked a Starship delivery robot, kicking it several times by leg. Having robots elicit emotions
is a case of design.</p>
      <p>
        Nao robots are interesting to consider in the context of artificial agents. They have been very
well designed and can express some personality and mimic emotions in ways which can be
helpful. A Nao robot was used successfully in a project with the Royal Children’s Hospital in
Melbourne to encourage children to perform their physiotherapy exercises [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ]. The robot was
programmed to be encouraging and make jokes so that the child would be more motivated to
do exercises. Throughout the project there were many occasions when the Nao robot would
perform a choreographed dance to the Korean pop music hit ’Gangnam Style.’ The robot
performance would invariably cause the people watching to smile. Frankly the robot looked
cute and ridiculous when performing.
      </p>
      <p>
        Nao robots are best used as a way of engaging humans in activities [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ]. However they
have been proposed as a means to help autistic children recognise emotions. It is important
to appreciate that the robots are not feeling the body sensations that people do. We do not
believe it is helpful to describe the robots in emotional terms. Any identification of concepts is
by the programmer/designer, not by the robot. To relate it to constructed emotion theory, the
robot can use an emotion word but is not participating in the same emotional experience as the
human.
      </p>
      <p>To summarise, when considering emotions in the context of artificial agents, we are not
conceiving of the agent as having feelings or emotions. The emotions may be engendered in
the person interacting with the artificial agent. It is a design challenge to ensure that the person
experiences the feelings associated with the emotion words.</p>
    </sec>
    <sec id="sec-4">
      <title>4. Humans are not rational</title>
      <p>
        It has been common to describe cognitive thinking as the pinnacle of human thought, more
advanced than decision making determined by feelings and emotions. More recent thinking
from neuroscience has been challenging that perspective. Kahneman describes two versions
of thinking in his well-cited book ’Thinking Fast and Slow’ [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]). The new perspective has
emotional thinking and cognitive thinking more in partnership.
      </p>
      <p>
        A field that was quick to describe people as rational decision makers is economics. However
pioneering researchers Kahneman and Tversky showed that we have biases. We behave
diferently depending on how information is presented. Many examples are given in [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]). The updated
perspective of behavioural economics has been nicely described in ’Predictably Irrational’ [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ].
      </p>
      <p>That people do not behave rationally has been largely ignored by intelligent agent research.
A common perspective for agent research is the BDI architecture, purportedly abstracted from
human beliefs, desires and intentions. Though it is unclear that there is any support from the
psychology literature.</p>
      <p>As discussed by Barrett among others, the brain is good at making predictions. The brain has
understanding of likely situations and reacts to changed circumstances. The reaction is through
fast associations, not always through cognitive reasoning. Babies and young children learn
through reacting and adjusting to external stimuli quickly. Later cognitive reasoning builds on
top of such brain behaviour.</p>
      <p>
        A recent popular science book is ’the Extended Mind’ by Annie Murphy Paul [
        <xref ref-type="bibr" rid="ref34">34</xref>
        ]. The book
contends that there is more than just the brain involved in decision making. There is non
conscious information acquisition happening throughout the body. A related fact is that our
introspection about how we make decisions is not reliable. We are good at telling stories, and
kidding ourselves.
      </p>
      <p>Another point made in ’The Extended Mind’ is that we are afected by our environment,
whether we are moving or stationary and other factors. We tend to identify with our brain being
a computer making decisions. In the conclusions Paul writes: we should seek to productively
alter our own state when engaging in mental labor. We’ve repeatedly confronted the limits of the
brain-as-computer analogy, ... When fed a chunk of information, a computer processes it in the
same way on each occasion - whether it’s been at work for five minutes or five hours, whether it’s
located in a fluorescent-lit ofice or positioned next to a sunny window, whether it’s near other
computers or is the only computer in the room. This is how computers operate, but the same doesn’t
hold for human beings. The way we’re able to think about information is dramatically afected by
the state we’re in when we encounter it.</p>
      <p>It is perhaps an over simplification. My laptop performs diferently often depending on load
and network issues. But researchers maintain that variability is a problem. The book ’Noise’
[35] argues that we should remove human bias in favour of rational decision making. But being
human entails subjectivity and designing socio-technical systems needs to take human biases
into account. Of course we don’t want biased artificial agents. So human agents and artificial
agents need diferent consideration when designing a socio-technical system.</p>
      <p>The masters research of Nicole Ronald at the University of Melbourne involved the modelling
of pedestrians. Nicole had come from an engineering approach to model pedestrian flow and
wondered whether modelling pedestrians as BDI agents with desires to shop or browse while
walking would give a better simulation result. The research is reported in [36]. It turned
out BDI agents and the system architecture did not easily capture what was being modelled.
The reasoning behaviour of BDI agents did not adjust easily to modelling real people walking.
Agent-based simulations can be valuable but only in simulating part of human behaviour.</p>
    </sec>
    <sec id="sec-5">
      <title>5. A role for design in meeting emotional goals</title>
      <p>What are the implications of the discussion above? It is important to include emotion words
in developing software, services and other products. It is a challenge to ensure the software
or service engenders the desired emotion. However it is a challenge designers are trained to
undertake. We note that the first step in the popular five stop process for design thinking is to
empathise with your client, something not usually done for software development.</p>
      <p>Professional designers articulate emotional goals as higher-level objectives, and try to align
with the desires, needs and emotions of users. They are conveyed in brand values, marketing
material and are used to inform key design decisions. Hitting the right emotional tone is part of
empathising with the customer and user — a key step in design thinking and broadly implicit in
all professional design approaches. However designing for emotions is more subtle, as it also
depends on factors such as environment, context, and social influence. The construction of
emotions requires both the push of design intention and a pull of empathy, in a feedback loop
that constructs a collective intention.</p>
      <p>
        Emotions play a key role in design. Famously, Apple designers ask how do we want people
to feel? [37]. In addition Hartmut Esslinger, a designer of Apple products claims as described
in [38] that ’Form follows Emotion.’ How emotions are used in digital media design capstone
projects has been presented in [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ].
      </p>
      <p>An interesting example of a diferent way of developing a product is the drawing program Kid
Pix which engaged children by design. It was developed in 1988 by the artist and programmer
Craig Hickman, in partnership with his three-year-old son Ben. Kid Pix broke rules of usability,
such as having seemingly redundant tools. For example, Kid Pix had eight diferent erasers,
including a drain and an exploding firecracker because Craig discovered that erasing drawings
was part of the fun. Kid Pix is a seminal example of emotive meaningful software. A quote
from musician Brian Eno typifies reactions to the program I keep showing people Kid Pix as the
epitome of what I mean: how it produces total delight in almost everyone almost straightaway is a
miracle of Design. [39].</p>
      <p>Referring to emotions happens despite the lack of consensus in exactly what emotions are.
Some believe in a hierarchy of emotions, building from basic emotions such as fear, anger or
joy. Others believe that emotions are constructed concepts developed through life experience.
We advocate for being able to address emotion goals as software requirements.</p>
    </sec>
    <sec id="sec-6">
      <title>6. Conclusions</title>
      <p>
        We regard emotional goals as being consistent with the theory of constructed emotion as
articulated and popularised by Lisa Feldman Barrett [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. Running a do/be/feel elicitation as
part of motivational modelling which is reinforced through design is a way of constructing an
emotion concept. The emotion word is agreed to by all stakeholders through a motivational
model.
      </p>
      <p>Our approach to emotional goals difers from afective computing. In the latter, the system is
concerned with detecting and expressing emotions. In our methods, emotions are constructed
terms for aspirational goals that are intended for the user to feel when interacting with a system.</p>
      <p>Artificial agents and robots can be part of a socio-technical system. But they do not feel or
experience emotions in the same way that people do. The use of emotion words in requirements
is to help people engage with products.</p>
      <p>Further the behaviour of people and artificial agents are not the same. We advocate logical
rules for artificial agents, but appreciate people are not purely logical in behaviour. It is a
challenge for the designer of a socio-technical systems to model the various agents appropriately.</p>
    </sec>
    <sec id="sec-7">
      <title>Acknowledgments</title>
      <p>The authors would like to acknowledge discussions with members of the Future Self and Design
Living Lab at Swinburne University of Technology. The research was partly funded by the ARC
DP200102955, ”Maturing design-led innovation processes with motivational models”.
DwAAQBAJ.
[35] D. Kahneman, O. Sibony, C. R. Sunstein, Noise: a flaw in human judgment, Little, Brown</p>
      <p>Spark, 2021.
[36] N. Ronald, L. Sterling, M. Kirley, et al., An agent-based approach to modelling pedestrian
behaviour, International journal of Simulation 8 (2007) 25–38.
[37] Apple, Apple manifesto, 2013. URL: http://www.apple.com/designed-by-apple.
[38] O. Demirblek, B. Sener, Product design, semantics and emotional response, Ergonomics
46 (2003) 1346–1360.
[39] B. Eno, A Year With Swollen Appendices, Faber and Faber, 1996.</p>
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