Introduction I first met Marianna Obrist, following a seminar, which she presented at UCLIC in May, 2014. The seminar was entitled: Multi-Sensory Experiences: How we Experience the World and How we design Technology. I much enjoyed Marianna’s seminar, which together with a chat afterwards revealed common interests in understanding human experience/behaviour and its relationship to design. My PhD thesis involved multi-dimensional vision and audition. However, research on the multi-sensory experiences of touch, taste and smell was new to me. Marianna and I subsequently exchanged e-mails about the research and in particular concerning the way forward and the issues raised. I offered to review two papers reporting this research for the HCI Engineering website, provided Marianna made a specific request. Here it is: ‘John Hi! I am requesting a review for the following two papers: Temporal, Affective, and Embodied Characteristics of Taste Experience: a Framework for Design and Opportunities for Odor: Experiences with Smell and Implications for Technology, both published in CHI 2014. I am particularly interested in the impact of the research on technology design, as it was not only a question, raised following my UCLIC seminar; but also on other occasions. However, I still believe that we need to establish the foundation and vocabulary for the senses of touch, taste and smell. I would like, then, for the review to include both the understanding of the experience of these senses and the application of that knowledge to the design of technology involving HCI. Both the future direction of the research should be considered, including the issues raised. I understand that the IPR of the papers would remain unaffected by the review. Further, that I am in no way obligated to follow any of the suggestions made in the review, although I would certainly read and reflect on them in a way consistent with this request..’ Marianna Obrist. betina.piqueras-fiszman@psy.ox.ac.uk | carlos.velasco@psy.ox.ac.uk | charles.spence@psy.ox.ac.uk 1Culture Lab, School of Computing Science Newcastle University, UK 2School of Engineering and Informatics University of Sussex, UK 3Deptartment of Computer Science, University of Bristol, UK 4Department of Experimental Psychology, University of Oxford, UK We present rich descriptions of taste experience through an analysis of the diachronic and synchronic experiences of each of the five basic taste qualities: sweet, sour, salt, bitter, and umami. Our findings, based on a combination of user experience evaluation techniques highlight three main themes: temporality, affective reactions, and embodiment. We present the taste characteristics as a framework for design and discuss each taste in order to elucidate the design qualities of individual taste experiences. These findings add a semantic understanding of taste experiences, their temporality enhanced through descriptions of the affective reactions and embodiment that the five basic tastes elicit. These findings are discussed on the basis of established psychological and behavioral phenomena, highlighting the potential for taste-enhanced design. Author Keywords Taste; user experience; taste experiences; sensory research; explicitation interview technique; sensual evaluation tool. ACM Classification Keywords H.5.2 Information interfaces and presentation (e.g., HCI): Miscellaneous. Experts in taste perception agree on at least five basic tastesTemporal, Affective, and Embodied Characteristics of
Taste Experiences: A Framework for Design
Marianna Obrist1,2, Rob Comber1, Sriram Subramanian3, Betina Piqueras-Fiszman4, Carlos Velasco4, Charles Spence4
m.obrist@sussex.ac.uk | rob.comber@ncl.ac.uk | sriram@cs.bris.ac.uk |
ABSTRACT
INTRODUCTION
experience of these tastes. This lack of experiential
understanding
Comment 1Understanding ‘experience’, as you pointed out in your seminar, is considered generally to be central to the concept of HCI as ‘User Experience’ (see Rogers, 2013). The strength of the concept lies in its inclusivity. Nothing concerning the user is excluded, unlike the more limited concept of ‘usability’. However, experience is a very general term and so needs better definition for it to be operationalised and tested, both of which are preliminary to generalisation – the ultimate aim of HCI research. It might be an idea, then, in future work to consider more exactly what you mean here by the experience, ‘of which there is a lack of understanding’.
‘Understanding (taste) experience’ in everyday language, that is most generally, means to identify with or to recognise someone else’s experience, as in agreeing with a friend’s assertion, that ‘bitter beer is too bitter, and so nasty’. This provides us all with ‘insights’ into our and others’ experiences. Is this the sort of understanding and insights you are seeking? If so, an analysis of the every day descriptors of taste experience, in terms of what can and cannot, be said about taste, might prove helpful (also to designers). If not, then further definition of the understanding and the insights, that you have in mind might prove useful. See also Comment 6 later.
Finally, ‘rich’ occurs in the paper in different contexts, for example, ‘rich experience’ and ‘rich description’. I am not sure that it adds much to your arguments; but if it is intended to, then you need to inform the reader a little more, as to the meaning and value, that you ascribe to it.
extends beyond HCI, as sensory researchers
have also acknowledged that: What is not well researched
is the link between the food that goes into our mouth and
what we think of it [12]. There is a growing interest in taste
within the HCI community [e.g., 16,17,18,22,27,28],
particularly relating to technical challenges in designing for
taste stimulation and one-off designs to enhance user
experiences through the manipulation of taste.
There is a need for a more systematic study of people’s
taste experiences and their specific characteristics in order
to make a fuller use of this sense in future taste-enhanced
technologies. This paper stands as a first step in addressing
this need. Drawing on neuroscience and sensory research in
combination with user experience evaluation techniques,
we investigated how all five basic tastes are experienced at
a given time (synchronic) and how they evolve over time
(diachronic). We used pure tastants (i.e., that have no smell
or visual qualities) with an explicitation interview technique
[41] designed to encourage the participants to verbalizetheir experiences. Additionally, we used physical objects
from the Sensual Evaluation Instrument [13] to elicit
affective responses, and create a flexible, non-verbal
channel of communication between the user and designers.
This paper makes a number of contributions: First, we
provide a rich description of subjective taste experiences
along both the diachronic and synchronic characteristics of
the five basic tastes.
Comment 2I think that you are correct to distinguish subjective taste experience from the verbal and non-verbal description of them. This distinction is important, when you come to constructing the framework for design – see Comments 13 and 14 and elsewhere.
This point is particularly relevant to the type of understanding and insights that you are seeking. See also Comments 1 and 6.
Second, these taste characteristics
establish a framework for taste experiences and elucidate
the potential design qualities of individual tastes.
Comment 3The scope of the framework is, indeed, taste experiences. However, the framework is presumably one of descriptors – see also Comment 2. The distinction is important. Both taste experience and taste descriptors can give rise to (user) behaviours, which can be recruited to interacting with computers. The descriptor framework, however, can be used by designers – see also Comments 4 and 10.
Are ‘design qualities’ the same as descriptors or are they a subset of descriptors or indeed something else? The importance arises in the distinction between understanding (see Comment 1) and designing (see Comment 4).
We demonstrate how each quality can be described along three
main themes: temporality, affective reactions, and
embodiment. Third, our findings extend human-computer
interaction research on taste through a user experience
perspective. Overall, our findings provide interaction
designers and user experience researchers with a richer
understanding of taste experiences and their specific power
to influence human behavior and decision-making. The
framework presented here enables the HCI community to
think and talk about taste in the design of interactive
systems in a fine-grained manner.
Comment 4This claim is an important one and appears to be well-justified by the research. However, it important to consider if and how the framework also constitutes a contribution to design knowledge and so contributes to the HCI discipline. Design knowledge here is understood to support the diagnosis of design problems and the prescription of design solutions. The transition from exploration/reflection to a notion of understanding and design, that can be built on by others in the search for generalisation, is at the heart of HCI discipline progress. There is a clear way forward, here, for the research.
RELATED WORK
This section provides an overview of the human sense of
taste and its relevance for HCI based on ongoing research.
The sense of taste
Sensory researchers and neuroscientists agree on five basic
tastes (sweet, sour, salty, bitter and umami), and a
‘gustotopic map’ linking these classes of receptors with
particular brain areas is currently being developed [40].
However, despite breakthroughs in understanding the sense
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CHI 2014, April 26 – May 01 2014, Toronto, ON, Canada
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of taste, scientists have still not approached the
phenomenology of taste nor developed a semantic
understanding of how taste is experienced [30].
Comment 5Does ‘phenomenology’ here refer to the science of taste or the everyday description of taste or both? The same question also arises concerning ‘semantic understanding’. Is semantic here to be distinguished from syntactic and maybe even lexical (you seem to prefer the term ‘vocabulary’)? If so, we need to be told how these different levels (?) relate. The issue is linked to the different possible types of understanding, identified in Comment 1. Clarification, here, would be helpful to any researcher trying to replicate and extend the research.
Although a wide body of sensory research has studied the temporal
evolution of taste perception using labeled intensity scales
[e.g., 1,8] and more specific time-intensity sensoryevaluation scales [26], insights are limited to the
quantification of temporal responses to perceived taste
intensities. Such scale-based evaluations leave us
uninformed as to the subjective qualities that lie behind the
ratings of the perceived taste experience over time.
Recently, neuroscientists have studied taste-specific
temporal profiles by comparing sensory evaluation scales
with functional MRI (fMRI) data [19]. Their results
suggested that salty tastes change more rapidly than sweet
tastes in the cerebral cortex, and confirm the same patterns
that have been observed using time–intensity sensory
evaluation [19]. While such results are intriguing, they
cannot explain the differences in experienced tastes.
Comment 6The aim of science is to understand natural phenomena. Understanding involves the explanation of existing phenomena in terms of theory and the use of theory to predict new phenomena. To be validated, theory needs to undergo the processes of: conceptualisation; operationalisation; test and generalisation. Maybe the results, to which you refer, indeed, cannot in this case explain the differences in experienced tastes. However, it must remain their goal to do so. Scientific understanding (here presumably the Psychology of taste or somesuch) is to be contrasted with the everyday meaning of understanding – see Comment 1.
The different meanings of understanding are critical for your research, as is made clear in your review request. First, because you want to contribute to our understanding. Second, because you want to use this understanding to support HCI design. To assess your own progress with respect to these aims and to allow others to build on and further your work, you need to make explicit the kind of understanding you have in mind – see also Comment 1.
To account for subjective differences, the ‘taster status’
measure has been introduced [2,6]. By means of such tests,
it is possible to identify participants’ subjective sensitivity
to bitter tastes and to distinguish between supertasters (25%
of population), medium tasters (50%), and non-tasters
(25%) [3]. Taster status has been considered to partially
explain why some consumers like certain foods more than
others and how they describe the way they experience them.
Comment 7Concerning ‘explanation’ – see Comments 6 and 11.
Concerning descriptors and experience – see Comments 2 and 13.
Food-interaction design
The last few years have seen increasing interest in
designing human-food interaction in HCI [e.g., 4,9,11,33].
Such research looks to position human-food interaction
within the wider spectrum of social, environmental, and
physiological influences on our food practices. In this area,
there is a growing realization of the potential for new
technologies to support pleasurable experiences around
food [20,35], and the potential for designers to draw on the
extensive research on multisensory experiences (i.e.,
auditory, tactile, visual, olfactory, and gustatory). Despite
this increased interest in food experience, we know little
about the richness of people’s taste experiences. The
majority of the studies on food experience combine taste
with other modalities, where taste is but one component
[e.g., 18,27,28].For instance, Schifferstein et al. [31] elicited emotional
experiences across the different stages of food product
usage, from choosing a product in the supermarket through
to cooking and eating [31]. Taste experience is interwoven
with vision, touch, and olfaction, which, in combination
create multisensory food experiences. Desmet and
Schifferstein [5] also explored the emotions elicited through
eating and tasting food. They describe variables related to
food-evoked emotions, such as sensory features, product
type, food-related activities, context, and the agent (who
consumes, prepares, or produces). Due to the wide range of
influencing variables, it is not clear how well these findings
translate beyond the specific context of their studies.
Taste-enhanced technology
Technological advances in creating taste stimulations
[27,28] and one-off applications exploiting taste in games [16] and other scenarios [18,22] demonstrate a growinginterest in the use of taste in interactive applications. For
instance, Ranasinghe et al. [27,28] developed a tongue
interface that creates taste through the combination of
electrical and thermal stimulation. They use electrical
pulses applied to the tongue. Verbal descriptors provided by
participants were, for instance, a ‘refreshing taste’ or ‘minty
taste’ in relation to the change in temperature. The authors
call for future work to understand the particularities of such
taste (flavor) experiences.
Comment 8Concerning ‘understanding – see Comments 1 and 11.
They focused on the introduction
of taste in digital communication to enhance long-distance
family relations and create remote co-presence and coliving
experiences (e.g., remote dining) [28].
Comment 9By way of illustration, un-enhanced or ineffective long-distance family relations would be the design problem here and enhanced or effective relations, by means of taste, a design solution. Taste design knowledge (for example, your framework) would be the means of moving from the problem to the solution. See Comment 4 for how design might be conceived. There are, of course, many more ways; but you need to envisage at least one.
Murer et al. [16] designed a gustatory game device,
LOLLio, which consists of an interactive lollipop that
serves as a haptic input device that dynamically changes its
taste between sweet and sour. Remote triggering of taste
while motion sensing with accelerometers allows LOLLio
to be used as an input modality. The authors identify
various ways in which taste could be used in an interaction,
such as to provide reward or punishment or else to provide
hidden information through taste stimuli. LOLLio was
evaluated in a game context with children [17]. Sweetness
was constantly used in the game session and sour stimuli
were used in combination with game mechanics to provide
‘negative reinforcement’. Their findings suggest an
enhanced playing experience through taste stimulation
motivating further explorations of such taste-enhanced
interaction experiences.
Comment 10For the purpose of design, interaction is best conceived as the interaction of human behaviours with computer behaviours (in both cases both physical and abstract (mediated by the physical)). Here, the human behaviours include taste perception and the consequent reactions and LOLLio’s behaviours, which change the taste from sweet to sour. An ‘enhanced playing experience’ arises by means of the human-technology interaction of physical behaviours, which may entail abstract behaviours. It is these behaviours, which can be designed and which affect the user’s experience. Your framework for design will need to make some assumptions, concerning the conceptualisation of interactions, whether these or others. As it stands, it is unclear how experience(s) are involved in interactions. See also Comments 4 and 9.
STUDY METHOD AND PROCEDURE
Sensory research provides important information regarding
the objective measures of taste perception, temporality, and
subjective sensitivity levels. Yet, an understanding of the
subjective understanding of taste experiences is missing.
Comment 11The two types of ‘understanding’ here and their relationship with ‘experience’ need to be made explicit as well as their relationship to design (and experience). In brief, there is understanding as in science; understanding, as in everyday language; and design of interactive human and computer behaviours. The issues are addressed in more deatil in Comments 1, 2, 4, 9 and 10.
This study explores the diachronic and synchronic structure
(explained below) of each of the five basic tastes.
Methodology
For our study, we combine two verbal and non-verbal user
experience and elicitation methods, the explicitation
interview technique (verbal method) and the ‘Sensual
Evaluation Instrument’ (non-verbal method).
The explicitation interview technique [41] is used to elicit
verbalizations of subjective experiences. This technique
helps to explore the unfolding of an experience over time,
the ‘diachronic’ dimension, and examines the specific
facets of the experience at a particular moment, the
‘synchronic’ structure (see also [24,39]). The value of this
interview technique lies in helping participants to express
their experiences at a specific moment. Participants are
encouraged to talk about the experiential (cognitive,
perceptive, sensory, and affective) aspects of the moment
without building on rational comments and explanations
[24]. Comment 12This particular set of experiential aspects of the moment need to be rationalised or grounded in some way – for example, so that they can be checked for completeness, coherence etc. Alternative aspects might be derived from the the three ontological primitives of ‘being’ (which might, for the purposes in hand, be equated with experience), which are: physical; psychological; and social. The associated aspects of: cognition (knowing); conation (trying); and affection (feeling) can then be related to each primitive. The key point here is that the aspects are grounded, so that other researchers are persuaded to use the same set. Such considerations might be useful in the development of your design support knowledge – Comments 20 and 21.
Questions related to the diachronic structure help to
understand how the description of an experience unfolds
over time (e.g. “What happened after you opened the
door?” and “What did you perceive next?”). With respect to
the synchronic structure of an experience, the participant is
questioned about a particular moment (e.g. “At the moment
when you pushed the handle down, how did it feel?” or
“What else came in your mind?”). In comparison to open
questioning approaches, this technique is non-inducive but
directive [24] in the sense that it keeps the participant
talking about the experience without inducing any content;
it focuses on the structure of the experience, and directive,
as it keeps the participant focused on the singular
experience being explored. Although it is typically used
retrospectively to support the reconstruction of an
experience, it has also been used in-situ (e.g., [15,23]).
The Sensual Evaluation Instrument (SEI) is a non-verbal
tool that can be used to elicit users’ affective reactions [13].
SEI is composed of sculpted objects that can be held in the
hand, used by a person to indicate how they are feeling as
they interact with a system. The SEI includes eight objects
with different shapes, which represent various levels of
arousal and valence (positive and negative). Isbister et al.
[13] describe SEI objects as evoking and expressing a rangeof emotions; they do not claim a direct mapping between
the objects and the mentioned emotions,
Comment 13The issue of the directness of mapping must also be raised with respect to the relationship between descriptors and experience (see Comment 2). It is, of course, a fundamental and difficult issue; but needs to be addressed here at least as concerns (for the purposes in hand) of supporting design – see also Comments 12, and 20.
but emphasize the
benefit of the objects for stimulating expressiveness. The
value of the SEI is to elicit real-time, affective responses,
and to create a flexible, non-verbal channel of communication
between user and designers. The latter defines a key
advantage compared to other methods that are often limited
to verbalizations or visualizations that lack physicality.
Taste stimuli
The stimuli used for each taste are specified in Table 1.
Each stimulus was prepared as an odorless and colorless
water solution using a stock solution as specified in ISO
3972. We prepared the solutions according to the
specifications detailed by Hoehl et al. [10] and used
deionized water for the tastants. These compounds
standardised stimulus features and controlled for sensory
differences, such as texture, vision, etc. All of the solutions
were prepared the day before each study day. The
participants received 20 ml of each stimulus in a disposable
40 ml cup. A Latin square design was used to avoid order
bias [42].
Table 1. Stimuli used for the five main tastes, including the
stock solution (indicating the threshold specified in ISO 3972).
Participants
The study was conducted with 20 participants (nine female)
aged between 21-38 years (M=29.4, SD=5). Participants
were recruited based on the following criteria: not having
any food allergies, being non-smokers, not being pregnant,
and not having any sensory dysfunction (e.g., dysguesia, a
taste disorder), by self-report. The participants were
recruited through the staff list within the lead university. 16
participants were native English speakers, and the
remaining four were fluent in English. All participants gave
informed consent prior to the study.
Study set up and procedure
The participants were instructed and reminded 2 days prior
to the study not to eat spicy food 24 hours before the study
and not to drink or eat 1 hour before attending the study.
The study had 2 parts (see Figure 1): In the first part, we
applied the explicitation interview technique for all five
tastes; in the second part we introduced the SEI objects to
enhance the verbalizations for each taste.
In the first part, participants were given 5 minutes per
stimulus. They could take as many sips as they wanted of
the stimulus and were prompted with specific questions
about their taste experience (e.g., Could you describe what
you perceive? How does it feel in your mouth?). The aim
was to receive insights regarding the diachronic and
synchronic structure of the taste experience. We used this
technique in-situ in order to account for the rapidly
decaying sensory memory trace related to the human sense
of taste [21]. Before continuing with the next stimulus, the
participants were asked to have a sip of the deionized water
in order to cleanse their mouth. The same procedure was
repeated for all stimuli.
In the second part of the study, the participants were
instructed to match each taste experience to one or more of
the eight shapes inside the box. The participants could only
feel, and not see, the objects, to exclude any visual
influences and to focus on the mapping between ‘taste and
shape’ via the sense of touch. The participants were
instructed to select one or more or none of the shapes (they
could also reuse shapes for different tastes). Before going
through each taste stimulus again, the participants were
given the chance to put their hands into the box and
familiarize themselves with the 8 shapes.
Next they were asked to take a sip of water and start with
the first taste stimulus. They were asked to express the
thoughts they had in mind and to describe their choices or
lack thereof (if none of the shapes was selected). Finally,
the participants were asked to rate the pleasantness/
unpleasantness of the shapes on a four-point Likert scale
from ‘very pleasant’ to ‘very unpleasant’. They were also
asked about their personal favorites amongst the 5 taste
stimuli and their personal food preferences to support the
interpretation of the data.
In a final step, we tested the participants for their taster
status, which classified participants into supertaster, normal
tasters, and non-tasters. Overall, the study lasted one hour
and was audio/video recorded with the consent of the
participants. No incentives were paid to the participants.
Data analysis
All 20 tasting sessions were transcribed and a qualitative
analysis based on the transcripts was conducted. Two
researchers independently performed an open thematic
coding based on 5 cases (25%). The resulting themes were
discussed and an initial coding scheme was established.
Two more cases (10%) were coded independently leading
to a final coding scheme consisting of three main themes
(described in the next section), which were then applied to
the remaining 13 cases by both researchers. We also
performed a qualitative analysis of the mapping between
the SEI objects (see Figure 4) and the taste experiences,
captured through the transcripts and the visual material
from the recorded hand movements in the second part of the
study. Based on participants’ ratings of the shapes (their
physical pleasantness/unpleasantness) we could confirm
previous ratings of Isbister et al. [13] – the more spiky
shapes were rated as ‘unpleasant to slightly unpleasant’
(shapes 8,7,2), the more rounded shapes were rated ‘very
pleasant to pleasant’ (shapes 3,4,5,6), and only one shape
was perceived as ‘neutral’ (shape 1). Finally, the supertaster
test provided us with insights on the different taste
sensibility of participants and ensures a good distribution of
taster statuses in our study. Overall, we identified 5 nontasters,
11 normal taster (4 tending towards the upper edge
of bitterness sensitivity), and 4 supertasters. These results
are consistent with the known distribution amongst the
general population [3].
STUDY FINDINGS
The description of taste experiences is based on both parts
of the study. We describe the characteristics of taste
experiences across all five tastes along three identified
themes: (1) temporality, (2) affective reactions, and (3)
embodiment (see overview in the supplementary material).
We also discuss the particularities of each individual taste
in order to elucidate the potential design qualities of single
tastes. Each identified theme is represented in a pictorial
visualization of its key characteristics based on the
identified patterns across participants’ verbalizations.
Temporality
While taste experiences have expected elements of
changing intensity (e.g., strong taste, weak taste), the tastes
were also perceived as being mobile (e.g., moving within
the mouth, moving intensities), and occasionally exerted a
physical presence (e.g., building up, eroding, lingering).
These temporal characteristics are intertwined in the
unfolding of the experiences from its initial stimulation
(diachronic structure) and set the stage for the different
taste journeys (synchronic structure). Below, we describe
the different time-intensity profiles of taste experiences.
Taste intensities are generally experienced as being
dynamic and participants’ verbalizations offer a lexicon of
growth and decline. The diachronic nature of taste
experience is also revealed in the immediacy or longevity
of dynamic intensities. For instance, all participants agree
on the immediacy of the sour taste. Such immediacy is
expounded in similes such as ‘a firework in the mouth’, ‘a
punch’, and ‘a flash that hits you’. Yet, despite the
immediacy of this experience, it is short-lasting and decays
rapidly. “When you drink it, you get that bit of a rush. Yes,
it’s basically gone now [P15, sour]. In contrast, other tastes
were described as slowly building up or maintaining
consistent intensities (e.g., high for umami, and low for
salty). Such intensities could be seen to be ‘lingering’,
rather than ‘explosive’, as one participant described it:
“You’ve got this “Whoa” sensation, feels quite strong to
start with. Then it has gone super quick” [P19, sour].
While the dynamics of intensity imply variation (intensity
increasing and decreasing), the vocabulary of movement
animates these changes. Describing the bitter taste, one
participant stated: “I guess it’s not sticky like the first one
[umami]. It’s a bit lively… I feel like it’s moving around” [P15, bitter]. While certain movements can be attributed tomouth-feel (e.g., moving left to right across the tongue),
others were externalized (e.g., “I feel it almost into my
sinuses and into the rest of my face” [P14, bitter]). These
expressions were not confined to the temporal
characteristics of taste experiences, but already shed light
on the bodily reactions that can be elicited by tastes.
Movement was also invoked to describe stasis (e.g., ‘stays’)
and repetitive movement (e.g., ‘waves’). “So it is kind of
strong and it also stays. It doesn’t have a peak; it doesn’t
go up and down; it just stays” [P2, umami]. Other tastes
fluctuate rapidly: “Yes, ups and downs, but quite quick.
They’re quite sudden crests and falls…” [P3, sour].
Participants often appealed to similes of physicality in order
to explain their taste experiences (e.g., ‘round’, ‘soft’,
‘heavy’). Such physical experiences are tied to a synchronic
perception of taste. In contrast, the diachronic physicality of
taste experiences is given in the implied and experienced
characteristics of taste as a residual presence (e.g.,
‘lingering’, ‘stays there’): “It just stays in your mouth, so it
kind of keeps developing” [P10, umami] or “it just leaves
its mark in your mouth and doesn’t go” [P7, umami]. Such
experiences are, much like the increasing intensities, those
that ‘build up’, or ‘get a bit stronger”. Such presence is
understood to ‘erode’. Moreover, the implied residual
physicality is associated with experiences of absence. When
tasting sourness, many participants described the
immediate, almost physically imposing intensity followed
by a marked absence. This absence is seen to draw the
taster back into the taste, leaving them wanting more: “it
creates an expectation of sweet flavour, like if you were
biting into a slice of orange or something. … It’s gone now
and actually I’d quite happily have another sip, to be
honest” [P18, sour]. This residual physicality can also be
seen to afford agency to taste experiences, where tastes
‘grab you’, and ‘hit you in the face’. As such, taste
experiences can become reified in exerting influence over
the taster. This can be achieved in the residual physicality
or in absence, for instance, where the marked absence in
sourness is seen as “a forward feeling… It has the feeling of
tartness, your mouth moves forwards” [P14, sour].
Sweetness in contrast is associated with the feeling of
filling the mouth, and when the taste is gone it leaves one
with a kind of stickiness on the teeth.
Figure 2 shows a pictorial representation of the different
types of temporality identified based on the above
descriptions across all five tastes. The intensity is
represented through the thickness of the lines in the bars,
while movement is captured through the frequency of the
lines. Finally, residual physicality as temporal characteristic
is shown through the length of the whole bar. Overall, sour
is the taste delivering the highest intensity, followed by
umami and bitter. Umami presents a high intensity, and is
also characterized by lingering without losing much of its
intensity. Such an extensive residual presence can also be
seen for bitter, however with a lower intensity. Sweet and
salty are also of low intensity and can be characterized by
particular movements. While sweet starts slowly, builds up
and then dies out, salty does not peak at all and is constant
in its perception and moderate in unfolding over time. Sour,
by contrast, is short-lived with a rapid end. Specific to sour
is the sharp beginning followed by the absence of a taste
and the return of it through a forward pulling feeling, which
disappears quickly.
Affective reactions
Affective reactions refer to both the sense of pleasure or
displeasure gained from the taste experience, but also
feelings most often regarding familiarity, such as comfort,
or, by contrast, unfamiliarity, such as surprise and
suspicion. These affective characteristics, to be captured as
pleasant-unpleasant and familiar-unfamiliar, operate not
only as a static attitudinal response to taste experiences
(synchronic structure), but also as evolving characteristics
of the taste experience (diachronic structure).
When sampling the taste stimuli many participants related
their own uncertainty (e.g., I don’t know what to expect).
After one sample, this uncertainty is replaced for familiar
tastes. For unfamiliar tastes, particularly bitter and umami,
the sense of unease pervades and persists. Thus familiarity
produces responses at singular points (e.g., I am/am not
familiar with this), while also producing responses across
time (e.g., I know/do not know what to expect). A recurring
phrase throughout the taste study was “I know what it is, but
I don’t”. While we can at times attribute this to the nature
of the stimuli as water solutions (i.e., those not regularly
experienced by participants), the sentiment expressed also
refers to the lived and felt experiences of the tastes. That is,
while participants on the one hand had the taste ‘on the tip
of their tongue’, those tastes also brought to mind a variety
of known experiences, or, in the absence of known
experiences, feelings of uncertainty or unease. Such
feelings must presumably be associated with evolutionary
causes (considering many bitter foods are poisonous) or in
form of personal memories (e.g., salt, salty water, and the
seaside) and cross-modal experiences (e.g., with color, or
sounds). “If I drink or eat something that leaves that kind of
trace, I always imagine a colour. Glowing…. It’s weird. I
have no idea what this is, but there’s a bitterness that
stays” [P2, bitter]. Participants identified as supertasters
expressed their affective reaction more clearly: “Definitely
bitterness… I don’t like it” [P8, bitter], or “It’s immediately
bitter.… It’s like swallowing medicine” [P18, bitter].
There were few predictable or consistent affective reactions
among participants, and those experienced as pleasurable
by some, were experienced as disgusting or unsettling by
others. The affective response of participants could often be
tied to the participant’s familiarity with the taste. This was
particularly noticeable with umami. Participants who were
familiar with this taste indicated familiarity with savory
Asian cuisine, and could therefore interpret the perceived
taste and experienced it as pleasant. Those who did not eat
Asian cuisine were less familiar with the taste, particularly
in this intensity, and described unease and uncertainty when
tasting it. Such responses also evolved over time, notably
with sweet and sour tastes. While, as mentioned, sour
produced an immediately unpleasant experience, followed
by a refreshingly pleasant experience (e.g., “yes it probably
gets more pleasant as the intensity of the taste dissipates”
[P17, sour]), the taste of sweet was often initially pleasant,followed by a distinct unpleasantness. This unpleasantness
could be so strongly felt as to produce nausea for some
participants (e.g., “although it’s dying off over time. It’s
quite sickly actually” [P20, sweet]). Such experiences were
tied to the physicality of the taste residing in the mouth, and
were perceived in two extremes for umami, influenced
through the participants’ familiarity/unfamiliarity with this
taste. Participants familiar with this taste perceived the
mouth filling and lingering experiences as comforting
(satisfaction after a full meal), while other participants who
were unfamiliar with it perceived it as disgusting, obtrusive,
and annoying referring to the fact that the taste takes over
control, without the chance to get rid of it quickly.
As with temporality, we created a representation of the
different types affective reactions on the five tastes (see
Figure 3). The pleasant-unpleasant characteristics of the
taste experience are represented through the ‘green’ and
‘red’ colors and in cases of a neutral experience colored as
‘orange’, and finally ‘white’ in case of absence of the taste.
The familiar-unfamiliar characteristics only find an explicit
representation for the umami. The familiarity of the taste
lead to its pleasant perception (upper bar for umami), while
unfamiliarity with the taste was expressed through
unpleasantness (lower bar for umami). Overall, some tastes
are characterized by the change from unpleasant to pleasant
(sour) or the other way around from pleasant to unpleasant
(sweet), while the bitter taste was clearly unpleasant and
salty was described as neutral. For umami, we identified
two separate experiences (participants either love or hate it)
grounded in the familiarity and unfamiliarity of the taste.
Embodiment
Although we would expect food experiences to involve
embodied, textural, responses (such as ‘crunchy’, ‘slimy’),
here each taste stimuli is experienced in the same form (i.e.,
as a colorless and odorless solution), and yet produce varied
embodied responses. Embodiment in relation to the
described diachronic and synchronic taste experiences
refers to the mouth-feel of tastes (how something is felt in
your mouth). Some participants additionally describe whole
body reactions (reactions described beyond the mouth) and
others refer to imagined and disembodied responses
(resulting from the taste stimulation and its associations).
Mouth-feel, referring to the experienced chemical and
physical sensations in the mouth, is frequently used to
describe different characteristics of foods, including coffee,
wine, and textured foods. Such descriptions are offered by
our participants for qualities of texture and viscosity. “It’s
just like a softness, but I guess a little bit more viscosity
even though I’m quite sure it doesn’t have any viscosity. It’s
just sort of the feeling of viscosity, the sweetness and this
cloud is just a bit more mouth feel” [P14, sweet]. The
mouth-feel also relates to a sense of movement, where
tastes evolve in space. Most often these are lateral
movements within the mouth, or commonly tastes are felt to
move backwards. Such experiences can be a feature of the
physical movement of the taste stimuli during the swallow
reflex and also associated with the location of taste
receptors on the tongue. However, in other cases, taste
experiences defied the location of taste receptors and tastes
could be experienced on the teeth, gums, and lips. One
participant goes as far as to describe the absence of mouthfeel:
“I don’t know really. It leaves this numbness in my
mouth like the lemon, but without the initial burst” [P9,
sour]. In addition to the sensations described in mouth,
some participants described bodily reactions that were
opposed to the mouth-feel or isolated taste experiences. “I
think the first part of it, the sour part, is a bit of a shock to
the system. I don’t think you’re expecting it to be like that”
[P16, sour]. Another participant said “I kind of see it fromthe moment it enters my mouth and goes down all the way
to my stomach. It’s like I can see where it’s going” [P2,
bitter]. In this sense, participants described tastes as
producing expansive responses, including pleasure, nausea,
and, others including reactions associated with allergy such
as increased body heat (e.g., “If you eat it, it’s like your
body – the heat just changes” [P2, umami]). Feelings of
pleasure were often described as filling, particularly filling
the face or the whole body. A participant describes it as
such: “I feel that my whole face feels pleased with it” [P14,
umami]. Such feelings were not always positive and for
some participants, overwhelming feelings of nausea
accompanied tastes of salt, umami, and sweet. Nausea
could also be experienced in undulating taste experiences –
those taste which were experienced as prone to fluctuations
in intensity, almost mimicking travel or sea sickness.
Participants also described disembodied reactions, which
refer to something experienced that lingers between the
mouth and the body. Rather than experiencing direct bodily
reactions, participants describe an imagined reaction. “It’s
like it’s there but it’s not there” [P2, salty]. Disembodied
reactions could also be seen in expected or caricatured
responses, such as the imagined ‘pucker face’ of the sour
taste. Although few participants actually exhibit such a
reaction, it is an ingrained image of biting into a lemon. “It
feels a little bit, not uncomfortable, but it feels like it makes
you kind of screw you face up a bit” [P11, sour].
Shapes assigned to the overall taste experiences
The usage of the SEI objects (see Figure 4) as a physical
engagement with shapes enriched the description of the
taste experiences. The shapes particularly contributed
descriptors related to the combined temporal, affective, and
embodied experiences of each individual taste. Below, we
summarize the key characteristics and the mapping of the
eight objects for each taste across all participants.
The sweet taste, generally experienced as ‘smooth’ and
‘rounded’, was most reflected in shapes that present
elements of change such as “phases” (shapes 4 and 5) or
have protruding elements (like 7 and 1, or even the halfspiky
shape 2). While typically a pleasant taste, there is a
dynamic modulation of intensity and pleasure in the shapes.
The sour taste produces a ‘sharp’ response and for many is
best characterized by shapes such as 8 or 2. There are,
however, also elements of temporality, a shifting/phasing
associated with shape 4, starting with the big part as an
explosion and then rapidly decaying. The salty taste has a
broad aspect (mapped towards 3 and 6) and a finer
granulated and dynamic experience expressed through the
shape 1. Similar to sweetness and sourness there is a
repeating wave assigned to this taste experience, verbalized
around shapes 4 and 5 though this time associated with an
unpleasant feeling/sickliness as aftertaste. More than other
tastes, salty was associated with a subtlety of the temporal
characteristics, an experience of something moving, not
doing much, but still being there. This made participants
want a shape that they could manipulate (“These [objects]
are kind of too permanent; you’re not able to manipulate
them” [P6]) or something more neutral, such as a flat shape,
or a shape, which can be changed. Despite the fact that the
bitter taste was experienced as unpleasant, the mapping to
the shapes created two distinct experiences. For some
participants, bitter is a spiky but lingering experience
associated with a dull unpleasantness (1, 2, and 7 shapes
selected). For others it is a rounded and smooth taste (these
participants chose shapes 5 and 6), associating it with
medicine (form of pills), which dissolves in the mouth, and
you cannot get rid of it. Similarly to bitter, the mapping for
umami resulted in two distinct experiences. If umami was
experienced as unpleasant, participants tended to describe
the taste as disgusting and chose the shape 8 or 2. In those
cases where umami was perceived as pleasant, participants
described it as a more rounded taste with depth and chose
combinations of the rounded shapes (such as 3 and 1 shape
were used most, and combined with either the 5, 4, or/and 7
shape). This mapping confirms the descriptions of umami
as a full, mouth-filling experience with lots of things to it.
Overall, sweet and sour seem to be the two tastes where
participants show high agreement with respect to mapping
the shapes to taste experiences. Bitter and umami seem to
share some associations and create two different mappings
between shapes and taste experiences, while salty shows a
tendency towards smooth and round shapes, but with the
lack of the ability to change and manipulate the shapes.
Combined representation of the taste experiences
Figure 5 shows the final pictorial representation of all three
characteristics combined for each of the five tastes. The
length of the forms represents the temporal aspects, while
the width captures the mouth-feel. Whole body and
imagined embodiment could not be captured as such, but
are described in detail above. The expression ‘lingering’
was used particularly for sweet, bitter, and umami. When
used for sweet and umami ‘lingering’ is experienced in
combination with a ‘mouth filling’ element (it is filling the
whole mouth), while for bitter there is no filling experience
but it is described as a thin (straight through your mouth to
the back) experience, next to being unpleasant. In the bitter
case, ‘lingering’ thus refers to the residual physicality of
this taste (in the back of your mouth). Sour has an initial
unpleasant taste, dies down quickly, but comes back after a
short absence and leaves one with the feeling of wanting
more. Salty at last is similar to bitter, however with a
shorter life and perceived as less unpleasant. Salty is
perceived as a neutral taste with little consequence.
DISCUSSION AND FUTURE RESEARCH
While sensory researchers and neuroscientists study the
perception of taste and its temporality, their focus is on
quantifying the intensity and perceived changes of intensity
via a wide range of evaluation scales [26] or, in some recent
attempts, by means of time-intensity profiles of fMRI data
Comment 14The aim of sensory and neurological Psychology is to understand the associated natural phenomena, including taste, in terms of explanation and prediction (see Comment 6). The resulting knowledge could be assimilated to both everyday language (see Comment 1) and to design (see Comment 10). However, in being so assimilated, its scientific status may be lost or at least transmuted in unknown ways. As a result, the knowledge needs to be (re-)validated in its new domain of application – by use, in the case of everyday language and by diagnosing design problems and specifying design solutions, in the case of design. Failing re-validation, some account must be provided, if the scientific status of the knowledge is considered somehow to be special, for example offering a better guarantee or some such.
underlying the taste experiences, their temporality enhanced
through descriptions of the affective reactions and
embodiment that the five basic tastes provoke.
Comment 15For issues concerning the added ‘semantic level’ and its relation to other possible levels – see Comments 5 and 14.
This understanding may be useful when designing for taste
experiences as it provides designers and developers a
vocabulary to talk about taste and the design potentials
related to the different characteristics.
Comment 16Of course, designers and developers already have a vocabulary (indeed a language) for talking about taste, as demonstrated by the participants in the reported experiments, who express their taste experiences in a very articulate manner, with no training at all. Your claim here should surely be that temporal, affective and embodied characteristics of taste experience now have some empirical support, provided by your experimental studies. The latter can now be replicated and developed for the purpose of either better understanding (of whatever sort – see Comment 1) or better support for design (see also Comments 9 and 10). In fact you claim, in addition, that the characteristics constitute a framework for design. This claim will be addressed later – see Comments 20 and 21.
First, we discuss the particularities of each taste quality, and then discuss them
with respect to established psychological and behavioral
phenomenon highlighting their design potential for HCI.
design. This claim will be addressed later.
Comment 17I think that it is a good idea to suggest how taste qualities might be used in design, as you do here. I also think that it is just about right to categorise these thoughts as having ‘design potential’. Stronger claims with respect to design need to address some of the design requirements, identified by Comments 9 and 10. Concerning the framework – see Comments 20 and 21.
How is taste experienced?
Here we discuss the specific experiences each of the five
basic taste qualities create and can inspire design in HCI.
Comment 18‘Inspire’ here presumably means more like ‘inform’. Stronger interpretation might be hard to justify at this stage. If you mean ‘inspire’ in the sense of ‘invent’, you should say so, as it would impact the sort of discipline you assume HCI to embody.
Sweet: Pleasant but with a bittersweet ending
The sweet taste was consistently described as pleasant,
which turned into something unpleasant. Participants
struggled between the instinctive taste likeability and the
learned taste values and rules (sweet is bad for the teeth),
which can be seen in light of learned associations, discussed
by Schifferstein and Hekkert [32] with respect to taste
experiences of products. Of particular interest with respect
to our findings on crossmodal interactions for sweet
stimulations are the embodied reactions (e.g., “It’s just sort
of the feeling of viscosity, the sweetness and this cloud is
just a bit more mouth feel” [P14]). Such reactions can be
explained through learned associations with sweetened food
and beverages. It is a combination of learned as well as
innate, genetic, and cognitive factors [32]. Sweet sensations
can be used to stimulate and enhance positive experiences,
however, on a limited timescale, as the sweetness is quickly
disappearing leaving one unsatisfied. It’s a pleasant taste
but one that is tinged with a bittersweet ending.
Sour: Unpleasant at first, but with the need for more
In contrast to the sweet taste, the sour taste is described as
short-lived and it often comes as a surprise due to its
explosive and punchy character. This taste overwhelms one
with its rapid appearance and quick decay. It leaves one
with the feeling that there is something missing. Based on
childhood memories, such as for instance of sweet-sour
drops, participants were expecting sweetness, but were left
disappointed, leaving them with the feeling of wanting
more. This phenomena was also observed in the evaluation
of a gustatory gaming interface with children, where sour
was used for negative reinforcement linked to the game
dynamics [17]. Children intentionally failed in the game in
order to get another sour stimulation.
Salty: Not doing much
The salty taste experience was not linked to an extreme
reaction unlike sour, bitter, and umami. This taste is often
described as ‘bland’, ‘discrete’, and ‘just being there and
not doing much’. It is minutely moving around, giving the
feeling of cleansing the mouth, but not being mouth filling
as sweet or umami, and certainty not as unpleasant as bitter,
however lingering almost as long as the bitter taste. The
modesty of saltiness in contrast to all of the other tastes
opens up some interesting questions when looking at the
neuroscience findings. Nakamura’s [19] findings based on
time-intensity fMRI profiles suggest that salty tastes change
more rapidly than do sweet tastes. This is not quite
consistent with how our participants described their
experiences and needs further studies.
Bitter: Unpleasant, not to be experienced again
The perceived intensity of the bitter taste was not the same
for everyone, as confirmed by the supertaster test. While
supertasters felt the experience with more immediacy,
others had to allow the taste to travel to the back of their
mouth to recognize it. After this initial difference, the bitter
experience becomes consistent with respect to its
‘lingering’ features, of ‘staying’ either on the tongue or at
the back of the mouth. Bitter was also described as ‘thin’.
The character of bitter was further revealed through learned
associations referring to ‘biting into a flower’, or
‘medicine’, things you had to take as a child, but after
which you would rather avoid this experience of bitterness.
Bitterness can indicate the presence of toxins [32] and is
found in evolutionary development of humans (e.g., feeling
of suspicion regarding bitter food as poisonous) [7]. It may
be useful for design to make people avoid certain behaviors.
Umami: Like/dislike, but still confusing as a taste
The familiar-unfamiliar characteristics of umami caused
much confusion in our study and participants could not rely
on their intuition. While the ‘like’ or ‘dislike’ of the taste
was decided instantly, the unpicking of the still ‘confusing’
elements of the umami taste was more challenging.
Different word pairs depending on the like/dislike of the
taste were expressed: ‘pleasant–unpleasant’, ‘comforting–
uncomforting’, and ‘liking–disgusting’. We could also see
participants using additional bodily descriptors, in
particular when describing umami as a pleasing experience
(‘face feels pleased’ or ‘body heat changes’). In cases of
dislike, the focus of attention in the verbalizations was the
lingering characteristic of the taste founded in the inability
to get rid of it. In these cases, the residual physicality can be
seen to afford agency. The taste experience becomes reified
in the influence it exerts over the taster. Depending on
personal familiarity/unfamiliarity (which may be defined by
cultural factors) and personal preferences, this taste
experience is quite interesting for design. Umami grabs
one’s attention and initiates a conscious process of
reflection. While judgment on the taste is defined quickly,
the reflective thinking brings to the fore the richness and
variety of the taste. Even when perceived as unpleasant, the
richness is recognized, and linked to the motivation to
remove the taste from the mouth.
How can we design with taste experiences?
Taste experiences can be discussed with respect to their
relevance for design, building on existing psychological and
behavioral phenomenon: rational and intuitive thinking,
anchoring effects, and behavior change.
Comment 19The rationale is unclear here in two ways. First, how does building on ‘existing psychological and behavioural phenomena’ affect the relevance of the reported taste experiences to design? Secondly, on what basis were these phenomena selected, and not others? In both cases, we also need to know, whether the relevance is only to taste experience or to experience more generally. See also Comments 1 and those concerning scientific understanding.
The dual process
theory [14,37], for instance, accounts for two styles of
processing: the intuition based System 1 with associative
reasoning that is fast and automatic with strong emotional
bonds, and reasoning based on System 2 which is slower
and more volatile, being influenced by conscious judgments
and attitudes. Based on our findings, we can see that sweet
is intuitively perceived as pleasant, and bitter as unpleasant,
while sour, salty, and umami cause a reflective process,
confused, for instance, by the surprise appearance and rapid
disappearance of the sour taste. Our findings also give
insights into how to time the presentation of the taste
qualities so that the user can transition from System 1
thinking to System 2 thinking. Figures 2, 3, and 5 can be
used to create the appropriate transitions and time them. For
example, the rapidity of the sour taste experience does not
leave enough time for System 1 to engage with it and
triggers System 2 to reflect on what just happened. Such
reactions when carefully timed can prime users to be more
reason based in their thinking during a productivity task
(e.g., to awaken someone who may be stuck in a loop).
Moreover, an appropriately presented taste can create a
synchronic experience that can lead to stronger cognitive
ease (to make intuitive decisions) or reduce the cognitive
ease to encourage rational thinking. For example, a pleasant
taste can be used to provide achievements across the
workflow, however with the slight hint that there are still
more tasks to do before you are finished (e.g., the slight
unpleasant aftertaste of sweetness). Below, we outline
potential design directions for using taste experiences in
work-related activities and for personal behavior
management. Doing so, we draw on the potential of
different taste qualities and their power to stimulate
intuitive and rational thinking described above.
Managing anchoring effects through taste
A common aspect of everyday activity is interruption. We
are often interrupted by emails, telephone calls, or other
unanticipated events. These interruptions can either be short
(e.g., a quick glance at an email pop-up) or slightly longer
requiring us to change our activity (e.g., a line-manager
walking into your office to ask for something). All these
activities have anchoring effects. In other words, the initial
activity affects our judgments and decision making in the
latter activities. It has also been shown that users often find
it hard to avoid these biases in their judgments [38].
Our study of taste experiences suggests that taste interfaces
can be carefully designed to manage interruptions in such a
way that anchoring effects can be either minimized or
maintained. For example, we know that the salty taste has a
long temporal component with a feeling of “not doing much
but being there”. This taste could be very useful in those
situations where the interruption is small and the user is
expected to return to the initial activity soon. As an
example, when the user notices a pop-up in the bottom left
corner of their desktop (for email or other social media
interruptions) a small salty taste in their mouth which starts
just before the user switches their activity can be useful.
This will prolong their initial experience and remind them
of the initial activity when still checking the social media
page. This could enable smoother transitions back to the
initial activity. Alternatively, however, if the interruption is
a longer activity then it is useful for the user to drop any
priming effect that might transfer to the new activity. In this
case, a sour taste in the mouth would leave the user a quick
sharp taste engaging their rational System 2 but rapidly
decaying helping the user return to a more neutral state by
the time they switch to the new activity. Such management
of anchoring effects is not only useful for productivity
activities but also in other activities, such as gaming. For
example, LOLLio – the taste-based game device described
above [16], currently uses sweet and sour for positive and
negative stimulation during the game play. We suggest that
such a game could be improved based on our framework by
providing fine-grained insights regarding the specific
characteristics of taste experiences, which can be integrated
into the game play. When a person moves between related
levels of a game a continuing taste like bitter or salty is
useful. Whereas when a user is moving to distinct levels or
is performing a side challenge an explosive taste like sour,
sweet, or umami might be useful. The choice of specific
tastes in each category can be tuned by the designer to
create different affective reactions and a sense of agency.
Priming positive behavior through taste
Taste and taste preferences play an important role in our
food choices [24] and food plays a significant role in our
health and wellbeing. The stimulation and manipulation of
taste experiences therefore offers potential to improve a
variety of food behaviors. Using taste stimulation technology
to alter the taste of unpleasant but healthy food is one
obvious route. Expanding the design space for healthy taste
technology, our framework suggests alternative routes.
Taste experiences might be heightened through appeal to
related experiences and sensations. Morphing physical
objects, such as recently suggested shape-changing devices
[29], might also be used to replicate the embodiedexpansiveness of the umami taste to stimulate an increased
taste experience for patients receiving chemotherapy who
may suffer from hypogeusia, a decrease in taste sensitivity.
Taste stimulation might also facilitate sustainable food
practices, for instance, linking food waste to taste
experiences. Taste stimuli might thus supplement other
post-actional cues in the effective disturbance of food waste
habits and promote critical reflection. When disposing overripe
bananas, a user might get a sour stimulation for the
waste of food but the immediate reward for waste
separation. Taste stimulation might also reflect various
characteristics of food waste, such as its lengthy impact on
environmental sustainability through the bitter taste. In this
way, the framework for design points to the potential for
taste experiences to be incorporated into timely and
rewarding persuasive messages for positive food behaviour.
Comment 20Just to be clear, I assume the taste experience framework consists, then, of the 5 basic taste qualities : sweet, sour, salt, bitter, and umami and 3 themes/dimensions/ qualifiers: temporal, affective, and embodied. In all, there are 15 qualified descriptors, constituting a vocabulary, which along with the other additional information can be used to inform design. Each lexical descriptor, however, also implies a concept. The scope of the framework is user taste experience. This clarification is important for the development of additional guidance to designers – see Comment 22 later.
CONCLUSIONS
In this paper we presented the results of a user study
exploring the experiential characteristics for each of the five
basic taste qualities. Our analysis of participants’
verbalizations, collected by means of verbal and non-verbal
methods, resulted in three key themes. We provide rich
descriptions on the temporality, affective reactions, and
embodiment of taste experiences. We discuss these themes
for each individual taste elucidating the design potentials
with respect to the specific structure and qualities of sweet,
sour, salty, bitter, and umami tastes.
”CommentThis is presumably the ‘understanding’, which is referenced early in the paper (see Comment 1) and its potential support for design.
Our findings help to establish a framework for the design of taste experiences in
HCI, enhancing existing technology driven research around
taste, and food interaction design research. Although we do
not provide guidance for the design of a specific interactive
system in this paper, we are convinced that our framework
provides a starting point for designers and developers to
think about design/development potentials for taste in HCI.
Concluding Comment1. This is an interesting paper, which reports an initial exploration of taste as a potential interactive modality for HCI.
2. The paper reports a taste framework, intended to support HCI design. The question arises, however, of how this framework might be further developed to provide such support. To that end, knowledge can generally be thought to include knowing what and knowing how (declarative and procedural knowledge respectively). Understanding, as used in this paper (see Comment 1), might be similarly expressed. The framework is already declarative (descriptive) knowledge and conceptualises taste experience (see Comment 20). It could be further developed into a (design) model, in which the relationships between the concepts are made explicit.
3. Subsequent development would include the model’s operationalisation, test and generalisation towards the aim of validation (see Comments 6 and 10).
4. To be used by designers, the model would also need a method of application – procedural design knowledge. The model and method would be validated together for their ability to support the diagnosis of design problems and the prescription of design solutions (see Comments 6 and 10).
5.There are, of course, many other possible ways forward. The way forward, suggested here, could be followed; but should otherwise be considered as encouragement for finding a way.
ACKNOWLEDGMENTS
This work is supported by the EU Marie Curie Action (FP7-
PEOPLE-2010-IEF) and RCUK SiDE (EP/G066019/1). We
wish to thank our study participants and Annika Haas for
the audio-visual support, as well as Katerhine Isbister and
Kristina Höök for providing us with a set of the SEI objects.
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