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ABSTRACT
Research reveals that affect imparts directionality to cognition, which in turn influences actions. The role of affect has been well recognized in psychology, computing, education, cognitive science, and neuroscience. However, little recognition has been given to the study of affect in the field of information science. In this article the term "affective paradigm" is introduced based on research grounded in many disciplines. Research that investigated children's affect in seeking information and participating in the design of digital interfaces is reviewed. Unanswered questions in these areas of study are addressed.
INTRODUCTION
The fields of information-seeking behavior and computing are increasingly focusing on the role affective states play in interacting with information systems (Nahl, 2004; Druin, 2005; Bilal, 2001; Kuhlthau, 1991, 2004; Wilson, 1999; Picard, 1997). Information seeking is founded on the cognitive paradigm that ascribes the purpose of an information retrieval system as to "help solve problems rather than to merely find texts about those problems" (Raber, 2003, p. 104). Unlike the physical paradigm that focuses on how to match the content of texts in these systems with a user's query, the cognitive approach is concerned with mapping texts onto the user's anomalous state of knowledge (ASK) or knowledge structures (Raber, 2003). ASK (Belkin, Brooks, & Oddy, 1982) presumes a gap (anomaly) in a user's knowledge structure and that the motive for seeking information is to resolve this anomaly by acquiring information that changes the user's state of knowledge. The physical and cognitive paradigms have been acknowledged as crucial notions that underlie our understanding of the field of information science.
The cognitive paradigm focuses on the whole user's experience in seeking information, that is, thoughts, feelings, and actions (Dervin, 1983; Ingwersen, 1992; Kuhlthau, 2004; Nahl, 2004). Attention that has been given to affect in research that is grounded in psychology, cognitive science, neuroscience, computing, and education (Burleson & Picard, 2004) requires that feelings be studied in the realm of an "affective paradigm."
One may argue that, while a user's affect can be explored by using a qualitative research methodology, information retrieval systems (IRs) are not sufficiently advanced to model a user's affect during the interaction, and, therefore, the affective paradigm is incomplete. While this may be true, researchers in artificial intelligence and affective computing (Burleson & Picard, 2004; Picard, Vyzas, & Healey, 2001; Pantic & Rothkrantz, 2000) seek to develop intelligent applications that detect a user's affect while interacting with computers to help cope with negative affects. Adaptation of these applications to IRs in the near future may provide a more complete picture of the affective paradigm.
In the current information environment, children have become major consumers of information (Rothman, 2003). The Web is a rich information tool; but it is complex and may impose disorientation and cognitive overload on users (Saracevic, 1997). Since children have emotional skills and needs that vary from those of adults (Ericson, 1978; Walter, 1994; Bjorklund, 2000; Bilal & Kirby, 2002; Druin, 2005), they need to possess not only adequate information-seeking skills but also intelligent affective strategies that will help them cope with its complexity.
THEORETICAL FRAMEWORK
Prominent theorists in the field of psychology (John Dewey, George Kelly, and Jerome Bruner) consider learning as a process of construction that engages all aspects of an individual's experience (Kuhlthau, 2004). This constructivist view of learning recognizes that affective experience directs cognition and action throughout the process of construction. Kuhlthau borrowed the theories of these constructivists to explain the user's perspectives on information seeking. Her Information Seeking Process (ISP) model describes the kind of thoughts, feelings, and actions a user experiences at each phase of the construction process. She states that negative affect such as uncertainty could lead users to be less willing to continue interacting with an information system (Kuhlthau, 1993). Nahl (2004) supports this view and contends that uncertainty could add to the "affective load," especially when a user's coping skills are inadequate.
Affective technology, affective computing, and emotional design are areas of research being investigated in the fields of computer science, human-computer interaction, and cognitive science. In his recent book, Emotional Design, Norman notes that "everything [we] do has both a cognitive and an affective component--cognitive to assign meaning, affective to assign value. [We] cannot escape affect: it is always there. More important, the affective state, whether positive or negative affect, changes how we think" (2004, p. 25). He adds that, while cognition interprets and understands the world around us, emotions allow us to make quick decisions about it.
Current research conducted at the MIT Affective Computing Research Group aims at developing new computational theories of affect and learning through studying, testing, modeling, and giving computers the ability to recognize common affective states expressed by users while interacting with computers (for example, frustration, confusion, fear, distress, or joy). The MIT…