Figure 10 Two screenshots for two events: driving and having a meeting at the university. The story is created through running various parallel scripts that test for keywords (i.e., context values) and then determine the behaviours of the various sprites selected to make up the story and the selection of the background. The user has a lot of freedom to decide what colours, sprites, and background: 0 choose. For example, in our story the Home location is shown as a background o: iser’s house (Figure 11) and the university location with a picture of the campu: Figure 12). Driving is shown by changing the background (Figure 12) though it car ilso be shown by using a car as a sprite. Current time is shown through various clocks [he meeting is shown through a sprite (Figure 12). The user has the option to select ar wn sprite as her avatar and she can customize its colour to reflect the emotiona ontext: in this case the user decided to choose green for energetic (during driving anc it home) and red for excited (during the PhD board). The appropriate sprite is ther chosen based on the heart rate. Having such freedom to map emotional states to colour emoves the ambiguity issues around personal interpretations of certain colours [57]. The collected information is used to create derived information and create values for the contexts described above. The context values are then written in files that correspond to the list of lists structure described in Figure 11. The daily story we create is a list of events, where each event is defined by the various aspects of context and each context has one or more values. The values given to contexts are used to create the graphical representation of each event by using features offered by the Scratch environment.