Emolleia – Wearable Kinetic Flower Display for Expressing
Emotions
YIFAN ZHUANG

yifanzhuang@keio.jp
Graduate School of Keio University
Yokohama, Japan, JapanJIAWEN HAN

Graduate School of Keio University
Yokohama, Japan, JapanKEITARO TSUCHIYA

Graduate School of Keio University
Yokohama, Japan, Japan

Megumi Isoga

NTT Media Intelligence Laboratories
Yokohama, Japan, Japan

TAKURO NAKAO

Graduate School of Keio University
Yokohama, Japan, Japan

Shinya Shimizu

NTT Media Intelligence Laboratories
Yokohama, Japan, JapanKAI KUNZE

Graduate School of Keio University
Yokohama, Japan, Japan

Figure 1: The Emolleia Prototype. (a) shows the kinetic flower display worn by a user (the system is self-contained), (b) theinterface over which the user can define the animated motions and colors, (c) depicts Emolleia in a social interaction context.

ABSTRACTCCS CONCEPTS

What we wear (our clothes and wearable accessories) can represent
our mood at the moment. We developed Emolleia to explore how
to make aesthetic wears more expressive to become a novel formof non-verbal communication to express our emotional feelings.
Emolleia is an open wearable kinetic display in form of three 3D
printed flowers that can dynamically open and close at different
speeds. With our open-source platform, users can define their own
animated motions. In this paper, we described the prototype design,
hardware considerations, and user surveys (n=50) to evaluate theexpressiveness of 8 pre-defined animated motions of Emolleia. Our
initial results showed animated motions are feasible to communicate different emotional feelings especially at the valence andarousal dimensions. Based on the findings, we mapped eight predefined animated motions to the reported, user-perceived valence,arousal and dominance and discussed possible directions for future
work.

• Human-centered computing → Interface design prototyping.

Permission to make digital or hard copies of part or all of this work for personal orclassroom use is granted without fee provided that copies are not made or distributedfor profit or commercial advantage and that copies bear this notice and the full citationon the first page. Copyrights for third-party components of this work must be honored.
For all other uses, contact the owner/author(s).
TEI ’22, February 13–16, 2022, Daejeon, Republic of Korea© 2022 Copyright held by the owner/author(s).
ACM ISBN 978-1-4503-9147-4/22/02.
https://doi.org/10.1145/3490149.3505581

KEYWORDS
Wearable display, aesthetic wearables, emotion, interactive design,
fashion
ACM Reference Format:
YIFAN ZHUANG, KEITARO TSUCHIYA, TAKURO NAKAO, JIAWEN HAN,
Megumi Isoga, Shinya Shimizu, and KAI KUNZE. 2022. Emolleia – Wearable
Kinetic Flower Display for Expressing Emotions. In Sixteenth International
Conference on Tangible, Embedded, and Embodied Interaction (TEI ’22), February 13–16, 2022, Daejeon, Republic of Korea. ACM, New York, NY, USA,
6 pages. https://doi.org/10.1145/3490149.3505581

1

INTRODUCTION

Under the epidemic situation of Covid-19, the necessity of wearinga face mask created an additional communication barrier for people
to communicate or express their feelings. Face masks can soften
a speaker’s voice, conceal vocal tone, and hide facial expressions
that relay essential non-verbal information[14].
What if our accessory could become a form of non-verbal communication to express our emotions and respond to our surroundings? How would clothing we pick up and wear every day would
reflect our emotions instantly? Clothes and accessories are part ofTEI ’22, February 13–16, 2022, Daejeon, Republic of Korea

our self-expression, yet usually we can just change how we look
and adjust it to our feelings a couple of times a day by putting
on different clothing items [1, 7, 11, 16]. Non-verbal communication regulates relationships and can support or even replace verbal
communications in many situations[24] .
In our research, we explore how to create expressive clothes
and accessories that are able to instantaneously reflect our feelings.
We work on integrating wearable computing in our clothes todynamically show mood changes and represent how we feel in the
moment.
In this paper, we present Emolleia, a wearable kinetic display
in form of three 3D printed flowers that can dynamically open
and close at different speeds. Users can define their own animatedmotions. The kinetic display is the result of several design iterations
trying to capture the movements of flower ensembles. We want to
explore whether this type of wearable accessory could be a novel
form of non-verbal communication.
The contributions of this paper are as follows:(1) We present the concept, design and prototype implementation of Emolleia, a kinetic display consisting of three flowers (the 3D model, components and software will be opensourced). Moreover, the tools for building up the prototype
will be accessible to the public.
(2) We conducted a user survey with 50 participants to elicit
potential use and application cases.
(3) In the same session of user study with the same participants,
we evaluated eight designed animated motions of Emolleia
regarding their perceived emotional qualities using the SelfAssessment Manikin (SAM). Several animated motions show
significant differences in perceived valence and arousal. [5]2

RELATED WORK

There’s a long line of research in wearable computing and in humancomputer interaction field targeting the recognition, visualization,and evocation of emotions [15, 21, 23, 25, 27].
Researchers link garments, clothes and accessories to how weare perceiving ourselves and actively use these effects for communication and therapy [34]. There are several works using wearables
to display and communicate emotional feedback in with kinetic
using tactile sensations [10, 22].
Flowers are also often used as a way to express emotions. Bernhaupt et al. included flowers in a game as a feedback mechanism
on how much the user is smiling while playing a game[3]. Uruiet al. use flower displays for memorials to express mourning andremembrance [32].
Fashion makers and designers are also rethinking their trade andincorporating wearables in their designs [29]. There is an emerging
area of 3D printed, computer generated fashion individualized forthe user [30]. They utilize often the connections between shapes,
forms and emotions [20]. Vasquez et al. present wearable, expressive accessories combining biodegradable materials with electronics [33]. However, there is little work on works that are dynamic andchange while the user is wearing them.Most work in the wearable
garment and accessories space focuses on utility and use cases (e.g.
detecting wetness) [8, 17, 26, 31]. Vasquez et al. present wearable,

Trovato and Tobin, et al.

expressive accessories combining biodegradable materials withelectronics [33].
Dobbelstein et al. present a wearable olfactory display allowing
users to receive multiple computer generated scents related to
notifications, reminders or other kinds of digital data [6]. The Awe
Goosebumps uses the inflatable silicone to externalize and amplify
feelings of goosebumps [21].
We are inspired by the following research works and their vision
closely. Berzowska et al. present the first prototypes of kinetic
electronic garments focusing on self-expression [4]. Berglund etal. present a controllable, dynamic changing costume and extend
this concept towards kinetic dynamics [2]. Jarusriboonchai et al.
show a transforming dress that dynamically reveals and conceals
areas of skin [12]. They also explore the design space of wearables
for intimate communication [13]. The designed artifacts focus on
wrist bands, earbuds etc. and are complimentary to the researchpresented here. We are not aware of any works presenting an opensource, wearable, kinetic display to express feelings.

3

DESIGN CONCEPT

Our initial intention was to design an emotive wearable computer to
respond to surrounding people through non-verbal communication.
We sought to explore more possibilities of expressing emotional
feelings via wearable devices. We especially wanted to target theupper body and shoulder region, as they are visible in remote communications such as video conferences. Referring to related works
and focus group discussions, we settled on a flower design.
The flower design was inspired by Diphylleia grayi, also known
as the skeleton flower, has white petals which turn transparent
when it makes contact with water [35]. The beautiful transformation and artistic outlook of the skeleton flower raised our interest.
For underlining the translucency and flexibility of flower, Elastic
50A V1 was chosen as the petals’ 3d printing material. The outlookof the garment was designed in a poetic way, three blooming transparent flowers were put on the base box, the size of the device issuitable enough for user to wear around the shoulder.
We conducted several pilot studies, first using one flower to see
the animated motions. After expert feedback (2 designers, 4 wearable computing researchers) we found that the expressiveness of asingle flower was limiting and decided to add 2 more to represent
movement patterns.
The application ideas from experts ranged from signaling thewillingness/reluctance for social interactions, over allowing interest
matching in a party setting (flowers would represent the approximate match to the person you are closest to) to using the flowers
as a socially acceptable shutter for a video camera (easy to see if its
recording or not).

4

IMPLEMENTATION

The device was constructed by three main parts, flowers, servo
motors case and a steel chain to fix the device on the body. The
3d printing flowers are fixed at the stem and consist of five petals
with a diameter of 6 [cm]. We chose Elastic 50A resin as flower’s
material since the softness allows the prototype to bend over andreform motion freely, the special transparency of this material also
matched our designed sketch.

Emolleia – Wearable Kinetic Flower Display for Expressing Emotions

Figure 2: Overview of the assembly of Emolleia

We also provide users a software to let them monitor and customize the flower’s motion and color of connected device (seeFigure. 1). Users can set the motion triggered either by the groove
sensor/buttons or interactive commands via serial communicationsuch as Bluetooth and WiFi. The signal lines for each servo motorand RGB LED (NeoPixel compatible) are connected to the M5stack,and the power supply is 5[V] from an external power source suchas a mobile battery.

5

USER STUDY

To explore potential use cases, self-expression possibilities and thegeneral perception of the prototype, we conducted a user study.
The main purpose of this study was to measure how people
perceive Emolleia’s motion in relation to emotional states and gain
more insight into what people would like to use this prototype forand estimate prototype’s social acceptability in different contexts.
We refer to the PAD model which categorizes emotional states by
three dimensional scales: pleasant/valence, arousal and dominance[19]. Lang et al. later develop a non-verbal pictorial self-assessment
also known as SAM [18]. In our user study, we let subjects reporttheir perceptions by SAM using a 5-point Likert scale (we are mostlyinterested in the valence and arousal dimensions, yet conducted
the self-assessment according to related work) [9]. Besides, we
included the Introversion-Extroversion Scale to investigate the potential feedback difference from participants with different various
personality traits. The study was conducted according to the rules
and regulations of Keio University with the approval of the Ethics
Committee.
Participants. We collected survey answers from 50 participants
aged from 21 to 37 (Male: 26, Female: 19, Diverse: 2, Prefer not tosay: 3). Most of the participants (83%) came from Asian countries.
Study Protocol. The survey takes approximately 20 minutes tocomplete and consists of four parts: 1) demographic questionnaire2) personality test by the Introversion-Extroversion Scale (I-E scale)[28] 3) the device utility study 4) the device animation study.

TEI ’22, February 13–16, 2022, Daejeon, Republic of Korea

The I-E Scale assesses if a participant is more introverted or
extroverted via a 5-point Likert scale (5 = Almost Always 4 = Frequently 3 = Occasionally 2 = Rarely 1 = Almost Never 0 = Doesn’t
Apply).
In the device utility study, we presented a 3-second video of
one of our prototype’s motions – one flower with simple open-up
and close-up. We then asked questions about the general opinion,
perceived function, and attitude towards this device. We asked
participants who were willing to use the device to imagine theparticular social contexts and under whose company they would
like to wear it.
In the Animation study procedure, eight pre-recorded videos
displaying different prototype on-body motions were shown toparticipants. The eight motions were: a. three flowers opening successively in 3 seconds, b.three flowers closing successively in 3
seconds,c. three flowers quivering simultaneously in 0.5 second,d.
three flowers quivering simultaneously in 2 seconds, e.three flowers quivering randomly in 0.5 second, f. three flowers quivering
randomly in 2 seconds, g. three flowers closing together in threeseconds, h. three flowers opening together in three seconds. 3
Under each of the eight motions, participants were asked to rate
the valence/arousal/dominance space of emotion via SAM where
the participants choose one option from valence space (Pleasant,Pleased, Neutral, Unsatisfied, Unpleasant) arousal space (Excited,
Wide-awake, Neutral, Dull, Calm) and dominance space (Dependent, Powerlessness, Neutral, Powerful, Independent) for rating
three categories (pleasant/unpleasant and neutral) of motions [9].

5.1

ResultBased on the I-E scale answers from 50 participants, we discovered
27 participants were rated as average, 15 participants were rated
as more introverted than usual or extremely introverted, and 8
participants were rated as more extroverted than usual or extremely
extroverted.
69% of the participants showed a positive attitude towards wearing the device, one participant stated that "I love wearing wearable
devices and hope this helps to track my mood or mind." Some participants expressed concern towards the size and suggested it might
be inconvenient to wear and would like to decide whether to wear
it after knowing more about the functions. For social acceptance,
62% of the participants reported it was acceptable to wear it athome. With the question of accompanying selection, 47% of theparticipants would wear it under friends’ company.
To compare emotional interpretations about the prototype’s
eight animation, we operated repeated measures of ANOVA with
Greenhouse-Geisser correction in SPSS to examine the scores’ difference. There were statistically significant differences for valence (F(4.84, 237.14) = 13.46, p < .001) and arousal ( F(5.45, 267.11) = 38.28,
p < .001) across eight motion types. However, significant difference
did not exist in the reported dominance ( F(4.40, 215.39) = 1.71, p=.14). Figure.5 reports descriptive statistics of reported SAM scores
about eight motions. Figure. 4 shows potential emotional state foreach animation based on the average values of SAM referring to
the prior work related to emotion dimensions [9].
Regarding to the potential scenarios of wearing Emolleia, answers mainly relates to self-expression (present wearer’s mood,

TEI ’22, February 13–16, 2022, Daejeon, Republic of Korea

Trovato and Tobin, et al.

Figure 3: The eight Emolleia motions used in Animation Study, with 4 motion patterns performing in fast and slow two typesof speed

Figure 4: Eight Motions mapped to valence-arousal coordinate axes based on average SAM scores from survey results.
Motion a,c,g seems to have more extreme performance thanothers, which could be used in the future work.

Figure 5: Eight motions’ SAM score distribution, each motion is represented by one color.

feeling, mental status, emotional arousal, social attitude) and notification purpose (weather or noise display, hygrometer, message
notice, daily water drinking reminder, plant hydration levels monitor, fire detection). One participant suggested that "It could be areally good device for children with special conditions, such as
autism, vision or hearing impairment. The children can use thedevice to show their willingness to talk or the emotional status."
Among all the feedback, the most common usage scenario is toutilize Emolleia for self-expressing ("can be an implicit inner worldreflection to show others and connect with others with extimacy.")("Assumes that emotion A and B are two poles apart: if opened, it
could show people’s emotion A ; If close, than shows people’s emotionB."), social interaction to build a deeper connection with others("I’d love to know how my family is doing through this. Especiallygrandparents, as they’re wellness is my strong interest."), some answers also mentioned the potential function to assist children with
impairments to express their emotions or willingness to talk. ("Itcould be a really good device for children with special conditions, suchas autism, vision or hearing challenge. The children can use the device
to show their willingness to talk or emotional status." )Emolleia – Wearable Kinetic Flower Display for Expressing Emotions

6

DISCUSSION

Overall, we found that there are different emotional interpretations among valence and arousal for eight animations. As for thefeasibility to communicate different emotional states, the resultsof repeated measures ANOVA proves shows the potential of using eight motions to convey different emotions. By mapping the
average SAM score of eight motions to the valence-arousal coordinate space, we further have more insights into matching animatedmotions with emotional feelings (see Figure. 4). For example, flowers opening motions (motion a & h) would be perceived as therepresentative of pleasant, satisfied and serene. Closing motions(motion b & g) tended to be interpreted as unsatisfied, frustrated
and relaxed status. In general, the arousal of motion h and motion
g where flowers open/close at the same time was slightly stronger
than motion a and b where flowers open/close successively. The
quivering motions with higher speed (motion c & e) were perceived
as more pleasant and excited than those with a lower speed (motion
d & f).
However, based on the results we received, there is no motion
could be mapped in the fourth quadrant.
We wonder how would people with diverse personality traits perceive the eight pre-defined motions, and if social acceptance would
have a significant difference among them. During the personality
test, we received more than half of the results (54%) of personality
traits that were rated average on the I/E scale. Therefore, it would
be hard to compare introverts and extroverts.

7

FUTURE WORKFor future work, we will work on mapping eight motions withcorresponding colors which could represent emotions for later
iterations. Moreover, we plan to connect Emolleia with biometricsensors (e.g.: heart rate galvanic skin response) attached to users
as the trigger for the motion change as the reveal of unconscious
emotional status. A longer qualitative and quantitative study inreal-life social conditions will be conducted as well, we will specify
a group of users, for example, participants who mentioned autism,by letting them wear the device over the course for several days tolearn how emotive wearable would assist them to understand theiremotion and feelings.
We also plan to enlarge the sample size to collect more diverse
feedback in terms of personality traits.
We developed a software/platform for users to define their own
animations to express their emotions, for further development, we
would consider running some workshops where designers could
freely generate motion patterns, then test whether the users would
distinguish them.

Figure 6: Emolleia with color mapping.

TEI ’22, February 13–16, 2022, Daejeon, Republic of Korea

8

CONCLUSION

In this paper, we introduced our novel kinetic wearable device
Emolleia which is able to perform eight pre-defined animated motions. We explored how wearable accessories and clothes can reflect
our feelings and become new form of non-verbal communication.
We conducted a user study with 50 participants to elicit potential
usages and social scenarios. We also collected their perceptions
about eight animated motions by SAM scale to help us further improve our motion design. Feedback from the participants proved thefeasibility of our concept about communicating emotional feelings
via Emolleia.
Although using wearable computers to enhance social interaction is not new in HCI field, our study still brought up new sight on
exploring how people would define prototype animation with emotion, and how well wearable device would be accepted in the dailysocial context. Furthermore, it is an attempt on building a bridge
between design, engineering, art and science. Wearable computers
can be fashionable to wear, and accessory is capable of expressing
emotions.
According to the answers we collected from the user study, participants raised some concerns towards Emolleia’s size and wearing
position, we would like to conduct few tests and find the mostsuitable place for Emolleia to be presented.

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