Academic literature on the topic 'Emotional Design Process'

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Journal articles on the topic "Emotional Design Process"

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Su, L. X., and Zheng Yang. "Analysis of the Emotional Factors in Design Process." Materials Science Forum 697-698 (September 2011): 745–49. http://dx.doi.org/10.4028/www.scientific.net/msf.697-698.745.

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Emotions are the important factors affecting design. The instant exquisite self-demand resulted from being emotional can provide creative sources for design, and it is the catalyst of the creativity. The designers often neglect their most basic emotional creativity. This paper analyzes the effect of emotions in design based on cultural emotions and individual emotions, and proposes reasonable advices for emotional management in design process.
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Curralo, Ana Filomena. "Emotive Form Design." New Trends and Issues Proceedings on Humanities and Social Sciences 4, no. 11 (December 28, 2017): 205–13. http://dx.doi.org/10.18844/prosoc.v4i11.2876.

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Emotions are recognised as vital for human wellbeing and happiness, so are objects. However, studies on the practical use of emotions in product design remain limited. This academic project promoted the pedagogical encounter between emotions/dyads and the morphology/shape of products, based on the Plutchik’s Emotion Wheel. The purpose is to improve and develop future designers’ awareness of the emotive character of forms. In a visual thinking exercise, first-year students chose eight basic emotions to develop the forms of an ‘emotional chair’, drawing with pencil and paper to allow visual thinking and interpretation. The findings suggest that the Emotion Wheel is useful to reflect and manipulate forms to convey meaning, helping designers understand how to use emotive shapes for idea development and decision-making in the design process. This paper can contribute to teaching product design targeting emotional products, and offers guidance on how to evoke positive emotions through products. Keywords: Product design, drawing, emotions, forms.
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Wan Ahmad, Wan Nooraishya, Ahmad Rizal Ahmad Rodzuan, and Voon Mei Luan. "Measuring user emotional responses using Geneva Emotion Wheel towards learning management systems." Indonesian Journal of Electrical Engineering and Computer Science 28, no. 1 (October 1, 2022): 315. http://dx.doi.org/10.11591/ijeecs.v28.i1.pp315-327.

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The learning management system (LMS) has been used widely in higher learning institutions for blended learning; this interaction involves user cognition and may induce emotional experience. Therefore, the user has to sustain a positive emotional experience towards using LMS to avoid difficulty in the learning process. However, the user emotions and the design elements that induced the emotions are yet to discover. This study aims to analyse user emotional responses to a learning management design and examine the emotional design features of a learning management system. Two versions of a higher learning institution LMS were used and investigated using Geneva Emotion Wheel (GEW). The findings show that both LMS versions lack-in activate the positive emotions, but prove the LMS designs reduce the activation of negative emotions. Furthermore, the emotional design elements that concern an LMS is explained.
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Silvennoinen, Johanna M., and Jussi P. P. Jokinen. "Appraisals of Salient Visual Elements in Web Page Design." Advances in Human-Computer Interaction 2016 (2016): 1–14. http://dx.doi.org/10.1155/2016/3676704.

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Visual elements in user interfaces elicit emotions in users and are, therefore, essential to users interacting with different software. Although there is research on the relationship between emotional experience and visual user interface design, the focus has been on the overall visual impression and not on visual elements. Additionally, often in a software development process, programming and general usability guidelines are considered as the most important parts of the process. Therefore, knowledge of programmers’ appraisals of visual elements can be utilized to understand the web page designs we interact with. In this study, appraisal theory of emotion is utilized to elaborate the relationship of emotional experience and visual elements from programmers’ perspective. Participants (N=50) used 3E-templates to express their visual and emotional experiences of web page designs. Content analysis of textual data illustrates how emotional experiences are elicited by salient visual elements. Eight hierarchical visual element categories were found and connected to various emotions, such as frustration, boredom, and calmness, via relational emotion themes. The emotional emphasis was on centered, symmetrical, and balanced composition, which was experienced as pleasant and calming. The results benefit user-centered visual interface design and researchers of visual aesthetics in human-computer interaction.
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Abella Garcia, Ainoa, Thomas Østergaard, and María José Araya León. "Emotional and Entrepreneurial Didactics for Sustainable Design Educations." Futures of Education, Culture and Nature - Learning to Become 1 (January 21, 2022): 118–33. http://dx.doi.org/10.7146/fecun.v1i.130241.

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Students at Higher Educations face a world in need of help to create sustainable solutions for complex systems. But still, European design-graduates finish their studies with a narrow concentration in design skills and lack competencies in order to cope with the complex reality, as well as students lack attachment to the teaching in Education for Sustainable Development (ESD). In order to change this, educators need to acknowledge the students' personal, motivational and emotional elements before de-signing the courses. This article is based on two new discourses in both entrepreneurial and design didactic research – and how they could be connected. The first is “emotional learning” and “emotional design” – regarding how emotions impact the student’s learning process’ in Educations for Sustainable Development (ESD). Emotions affect the student's learning process and their health and well-being (Pekrun, 2014, p. 28). The other discourse is how the use of value-driven emotional entrepreneurial didactics, based on the connection between emotionally influencing actions/events and the development of entrepreneurial competencies, can present a new emotionally based understanding of the value of altruistic (sustainable) outcomes within entrepreneurial educations (Lackeus, 2020). This paper presents, using one of the experimental methods - comparative - of Research through Design, two emotional tools: “Design for Change - Yggdrasill” from VIA Design, Denmark and “Emotional Analogous Data” from ELISAVA, Barcelona. The first results indicate a need for emotional education, which has an impact on ESD and their development as professionals. For these reasons, both emotional tools presented above can contribute to empowering students and teachers to improve Sustainable Design Educations.
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Yang, Chun Qing. "Emotional Design of Modern Products Reflect." Advanced Materials Research 712-715 (June 2013): 2925–28. http://dx.doi.org/10.4028/www.scientific.net/amr.712-715.2925.

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The pursuit of modern product design is health, environmental protection, efficiency, comfortable.In a sense, product design is a kind of emotional design.Research on modern product design emotional transfer activity at the same time, design activity is also a kind of emotional.Emotional design in modern product design contains a lot of content, research on the national sentiment of the large, respect for nature's emotional expression, specific to the study of personal feelings, taste; research on emotional or design process, use process, this study has shown for a country, a nation, a specific group of people, a respect for individuality, humanization design. This article research the modern design from the national emotion, emotion, emotional expression, on several natural appeal and emotional .
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Kim, Hye Jung, and Hyun-Kyung Lee. "Emotions and Colors in a Design Archiving System: Applying AI Technology for Museums." Applied Sciences 12, no. 5 (February 26, 2022): 2467. http://dx.doi.org/10.3390/app12052467.

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This study proposes a new museum archiving system that uses artificial intelligence (AI) technology. It suggests a new retrieval interface to extract emotional characteristics of the design work to enrich the archiving database. A virtual curation was organized to showcase the proposed archiving system. We focused on finding emotional signals with advanced technology because humans build trust and connect with each other through emotional cues. There are numerous characteristics of a single work of art, but we focused on the emotions that viewers can feel when they appreciate the art and share a connection with the artists who made the work. The research was focused on design works, and the metadata were designed to extract three dominant colors and match them with emotional adjectives to enrich the data on the paintings. The purpose of this study was to provide information for new techniques of color utilization that encapsulate emotional adjectives. Through this research, we developed an image retrieval system based on metadata and transformed intangible emotions of design work into data. With the emotion archiving system, we organized virtual curation, adding a Korean design history collection with emotional words.
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von Koskull, Catharina, Tore Strandvik, and Bård Tronvoll. "Emotional strategizing in service innovation." Management Decision 54, no. 2 (March 21, 2016): 270–87. http://dx.doi.org/10.1108/md-06-2014-0339.

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Purpose – The purpose of this paper is to shed light on an aspect of service innovation processes that has remained fairly hidden so far, namely, the role of emotions. Design/methodology/approach – The authors use the strategizing approach from strategy research, which focusses on detailed processes, practices, and discourse, to understand the influence of emotions on service innovation processes. The empirical data stem from a longitudinal ethnographic study of a service innovation process. Findings – In the investigated case, the dominant emotion of anxiety is revealed. The authors focus on this emotion in order to explore how it affects the innovation process itself and the outcome. The authors identify five emotion-driven practices that form elements of what the authors label emotional strategizing. Practical implications – Emotion seems to give energy and direction to the service innovation process. This is both positive and challenging for top-level managers. Originality/value – The authors reveal a hidden aspect of service innovation processes – the effect of emotions. Furthermore, the authors show that emotions are important because they give energy and direction to the innovation work, and emerge in practices. Emotional strategizing, as a new term, gives visibility to this important issue.
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Wang, Jianmin, Yujia Liu, Yuxi Wang, Jinjing Mao, Tianyang Yue, and Fang You. "SAET: The Non-Verbal Measurement Tool in User Emotional Experience." Applied Sciences 11, no. 16 (August 17, 2021): 7532. http://dx.doi.org/10.3390/app11167532.

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In this paper, the development process and validation of a self-assessment emotion tool (SAET) is described, which establishes an emotion-assessment method to improve pictorial expression design. The tool is based on an emotion set of emotional-cognition-derived rules obtained from an OCC model proposed by Ortony, Clore, and Collins, and the emotion set and expression design are validated by numerical computation of the dimensional space pleasure–arousal–dominance (PAD) and the cognitive assessment of emotion words. The SAET consists of twenty images that display a cartoon figure expressing ten positive and ten negative emotions. The instrument can be used during interactions with visual interfaces such as websites, posters, cell phones, and vehicles, and allows participants to select interface elements that elicit specific emotions. Experimental results show the validity of this type of tool in terms of both semantic discrimination of emotions and quantitative numerical validation.
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Du, Jiangang, Mengya Yang, and Jianhua Liu. "Flow effect and resonance effect: group emotional contagion in service failure encounters." Journal of Contemporary Marketing Science 2, no. 3 (December 17, 2019): 217–32. http://dx.doi.org/10.1108/jcmars-01-2019-0010.

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Purpose The purpose of this paper is to explore the two effects (flow effect and resonance effect) during a group complaint based on the emotional contagion theory. Design/methodology/approach This study uses an experimental research design in which participants’ negative emotions dynamically change driven by group emotional interactions when they are experiencing a group complaint. Findings Flow effect and resonance effect can occur during the process of group emotional contagion. Specifically, when group customers’ negative emotional similarity is low in a group complaint, group emotional contagion leads to flow effect (i.e. negative emotions flow from customers with higher levels of negative emotions to those with lower levels of negative emotions). By contrast, when group customers’ negative emotional similarity is high in a group complaint, group emotional contagion leads to resonance effect (i.e. group customers’ negative emotions increase significantly). Originality/value Most of the previous research studies the process of emotional contagion from one with higher levels of emotional displays to the other with lower levels of emotional displays, which is named as the “flow effect” of emotional contagion. However, when two individuals with the same levels of negative emotional displays interact with each other, the flow effect of emotional contagion is very likely not to occur. It is interesting to find that both individuals’ negative emotions increase significantly during the process of emotional contagion. The authors propose the “resonance effect” of emotional contagion to explain this phenomenon.
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Dissertations / Theses on the topic "Emotional Design Process"

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Hedström, Gustavsson Carl Viktor. "OakMood : A Visual Evaluation Method for Emotional Aspects of User Experience." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-249722.

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The aim of this thesis is to investigate how images can be used to provide emotional feedback on user experience. The report describes the iterative process of developing OakMood, an image-based design evaluation method that provides designers with user generated visual feedback. OakMood enables users to provide emotional feedback on web user experience by choosing images that correspond to their experience of an interaction. The images have been rated by an online crowd according to nine emotions, hence providing emotive characteristics for each image. Results are subsequently presented as mood boards and charts to designers and stakeholders. In addition to providing emotional user feedback on design, OakMood aspires to reflect branding elements of a website. Findings in this study indicate that image-based user feedback can provide valuable insights in the design process. Furthermore, results also indicate that users find images to be an engaging and useful methodology to assess emotional response to user experience.
Syftet med denna studie är att utreda huruvida bilder kan användas för att ge emotionell feedback på användarupplevelse. I rapporten beskrivs den iterativa processen av utvecklingen av OakMood, en bildbaserad design-utvärderings-metod som förser designers med användargenererad visuell feedback. OakMood gör det möjligt för användare att förse emotionell feedback på webbaserad användarupplevelse genom att välja bilder som stämmer överens med deras upplevelse av interaktionen. Bilderna har tidigare blivit bedömda utifrån nio känslor, vilket ger varje enskild bild en unik känslomässig karakteristik. Resultaten presenteras i form av mood boards och diagram till designers och intressenter. Utöver emotionell feedback strävar OakMood efter att ge värdefull feedback på hur användarupplevelse kan spegla varumärke. Resultaten av denna studie indikerar att bildbaserad användarfeedback kan ge användbara insikter i designprocessen. Vidare indikerar resultaten att användare finner att bilder är en engagerande och lämplig metod att känslomässigt utvärdera användarupplevelse.
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Solovyova, Irina. "The role of the autobiographical experiences with emotional significance of an architect in design conjecturing." [College Station, Tex. : Texas A&M University, 2008. http://hdl.handle.net/1969.1/ETD-TAMU-3104.

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Wilson, Jacqueline Anne. "Core design aspects." Thesis, University of Manchester, 2011. https://www.research.manchester.ac.uk/portal/en/theses/core-design-aspects(2b99527b-6153-45c0-895b-3ebb43207557).html.

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This statement gives an overall summary of the aims and achievements of the research work and scholarship carried out by the author during her time at The University of Manchester (and UMIST - now part of The University of Manchester) for which the publications presented give evidence. The research has been about exploring the design process, the activities and issues, and elements involved - from both an industry and student point of view. The publications explore design pedagogy, the skills required by designers and how these might fit into a curriculum for design today.In three parts it summarises the publications presented, reviews the main aspects of design and the current state of knowledge and research in design and summarises the core aspects as distilled from over 36 years practice, research and scholarship.The driver for much of the research undertaken has been to gain a better understanding of the core aspects of design - what key knowledge and skills are required by designers to allow the consistent design of better products and services which enhance the experiences of users. The work presented investigates design and design methods: the activities and processes and the elements involved. It considers responses to designs, the emotional aspect of design - why some designs are preferred over others, why some colour combinations are more desirable, and why repetition is so important to the human psyche. Underpinning the work presented are three research questions. • Are design rules and processes generic for whatever is being designed? • Can a better understanding of design theory and the emotional response to designs ensure a more effective process and thus lead to stronger designs? • Can students be educated to be better design thinkers and ultimately better designers? It concludes that: • 'design' is a process; • design is a problem-solving process and problem-solving is a design process; • for the most effective outcomes a creative and structured approach is required; • this process is based on generic rules and principles which are applicable across all discipline areas; • collaborative/cross disciplinary elements reinforce the concept that there are processes involved that are not unique to individuals or discipline specific; • a greater understanding of the process is of benefit to all individuals and organisations; • any design/problem solving activity will normally result in more than one solution option. The results of the research have informed the author's teaching practice and have been disseminated through publications to benefit the wider education arena. The work presented aims to inform students and design education practitioners.
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Woxinger, Sköld Linnea. "Life Forms." Thesis, Högskolan i Borås, Institutionen Textilhögskolan, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-17101.

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Life Forms is an examination of organic shapes in textile material and garments. The clothes deals with questions of tactile and emotional attraction in fashion, while the project as a whole is an attempt to constantly let creativity and curiosity be a part of the process.By using a method of letting go of the control and see what chance and the properties of the material might lead to, this work has become a growing organism of its own.The end result is a group of unique pieces, all in different materials and colour shades. They’re held together by concept as well as relations in tone and cuts. The collection could be viewed as a visual statement or worn with lots of care and love.
Program: Modedesignutbildningen
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Jacob, Dazarola Rubén Hernán. "Percepción y Emoción en el Diseño de Productos. Análisis y Propuestas para su integración a las MIPYME." Doctoral thesis, Universitat Politècnica de València, 2015. http://hdl.handle.net/10251/48551.

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La presente tesis aborda la temática del Diseño Industrial y los estímulos de tipo sensorial, perceptivo y emocional que las personas que utilizan los productos reciben en su experiencia de uso. Dichos estímulos, tales como el ajuste preciso en el funcionamiento de un mecanismo, la suavidad de una superficie, el ruido adecuado al cerrar una puerta, etc., se captan mediante los sentidos, se perciben y despiertan en el usuario emociones y reacciones, generando una relación con los objetos más allá del uso básico y práctico, llevando a preferirlos entre otros productos con prestaciones primarias similares, asociándolos a experiencias gratas, e incluso a evocar experiencias de vida a través de los productos que se utilizan. Este ámbito, enmarcado dentro de la disciplina del Diseño Industrial, pero también en la psicología, el marketing, la neurociencia y otras áreas, es enfocado actualmente de muy diversas formas. Así enfoques como la “Ingeniería Kansei”, el “Diseño Emocional”, el “Diseño para la Experiencia”, el “Análisis Sensorial”, son algunos modos y métodos de analizar y definir el tema, y se utilizan cada vez más en las grandes empresas. Esta tesis analiza diversos enfoques y metodologías de aplicación de este tipo de factores en el proceso de Diseño y desarrollo de productos y propone algunas herramientas adecuadas para su integración en las micro, pequeñas y medianas empresas (MiPyMEs).
Jacob Dazarola, RH. (2015). Percepción y Emoción en el Diseño de Productos. Análisis y Propuestas para su integración a las MIPYME [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/48551
TESIS
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Malveiro, Ana Rita Almeida. "As ilustrações do livro infantil como processo criativo participado." Master's thesis, Universidade de Lisboa. Faculdade de Arquitetura, 2013. http://hdl.handle.net/10400.5/6631.

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Shah, Drishti Rajesh. "LOST FRAGMENTS A Therapy Center to cope with grief in Richmond, Virginia." Thesis, Virginia Tech, 2019. http://hdl.handle.net/10919/90773.

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An exploration began to understand the relationship between architecture and human emotion. Inspired by a personal story of loss, this thesis began to disseminate the five stages of the Elizabeth Kübler Ross model of grief. Each of the stages was studied in depth to find architectural elements that relate to every stage. Furthermore, the elements helped establish a mood and quality of the spaces that were directly associated with program, light, and material. As the project began to evolve, a series of questions of architectural sequence, material practices, and placemaking followed and with every step, a decision was to be made. This constant decision-making was influenced by sets of conditions and contexts resulting in a methodology specific to a particular site. This thesis presents a case to look at architecture through a qualitative design process. It endeavors to define and explore elements of architecture to create an experience, that has impact on human emotion.
Master of Architecture
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Ely, Cristina. "Processo de seleção de cores no projeto do produto orientado ao bem-estar." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2016. http://hdl.handle.net/10183/143906.

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As cores fazem parte da nossa vida, assim como os produtos e objetos que nos cercam, que ao longo do tempo puderam ser ofertados em variadas cores. Tendo em vista a atividade do designer de produto, buscou-se com este estudo compreender como a seleção de cores no projeto de produto pode ser orientada para gerar bem-estar. Para isso, foi realizado um trabalho de pesquisa aplicada que entrevistou professores e designers visando conhecer o processo de seleção de cores de designers gaúchos articulando com o potencial emocional despertado pelas cores em produtos. Este trabalho apresenta como resultado um marco teórico sobre a influência da cor na relação emocional com produtos, que ocorre em duas dimensões: a cor como estímulo e a cor como experiência. Além disso, apresenta-se a diferença entre professores e designers no processo de seleção de cor em produtos, por fim, através de um mapa, sugere um processo para seleção de cores no projeto de produto.
Colors are an important part of our lives, as are the products and objects that surround us, and as time went by, they could be offered in a multiple array of colors. Looking at the activities of a product designer, this study sought out understanding how the selection of color in a project of a product can be oriented towards common well-being. To achieve this, an applied research was done, interviewing professors and designers, looking into the process of selection of colors made by local designers, articulated with the emotional potential that emerges by colors on products. This study shows as a result e theoretical model about the influence of color on the emotional relations with the products, that presents itself in two dimensions: color as a stimulus and color as an experience itself. Furthermore, it presents through a map, a suggestion on the process of color selection on the product project. Besides that the differences between professors and designers colors choosing methods will be presented at the end, a process of color selection will be presented through a map.
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Santos, Jussana Ramos dos. "Cenários experienciais para redução da ansiedade: uma investigação com futuros mestrandos no processo de busca de informações sobre os cursos." Universidade do Vale do Rio dos Sinos, 2013. http://www.repositorio.jesuita.org.br/handle/UNISINOS/4094.

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Made available in DSpace on 2015-06-30T12:35:54Z (GMT). No. of bitstreams: 1 Jussana Ramos dos Santos.pdf: 1977075 bytes, checksum: 72575b0fa2b7b4d66d5d6503caa6ea3e (MD5) Previous issue date: 2013-01-31
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O estudo a seguir tem como objetivo discutir a contribuição do design estratégico, através do uso de cenários, para qualificar a experiência de candidatos interessados em cursar mestrado e que encontram-se no processo de busca de informações e escolha dos mesmos. Para tanto, resgata-se visões de alguns autores que abordam os principais temas, que são, design estratégico e design para experiência, cujo foco é a experiência emocional. Uma das principais abordagens discutidas na área de experiência emocional é a Teoria dos Appraisals (Desmet, 2002), que trata das emoções que resultam de avaliações (appraisals) através da interação das pessoas com produtos ou serviços. É com base nessa teoria que o método proposto neste estudo foi uma adaptação ao desenvolvido por Demir et al. (2009), cujo estudo envolveu emoções resultantes de avaliações (appraisals) na interação de usuários com produtos. Além disso, para a construção dos cenários, foi utilizada como base a metodologia proposta por Reyes (2011). Utilizou-se um roteiro com base na Teoria dos Appraisals para a realização de entrevistas em profundidade com 20 participantes. Resultados indicam que a ansiedade é uma das emoções presentes entre alunos que encontram-se nesse estágio. Por esse motivo é discutido o uso dos cenários experiencais como caminhos projetuais para a redução de tal experiência emocional. Os resultados apontam ainda que as conexões entre o papel da ansiedade e a compreensão das avaliações (appraisals) relacionados a essa emoção servem de base para apresentação de potenciais cenários experienciais como alternativas para qualificar a experiência dos envolvidos nesse processo.
This study discusses the contribution of strategic design, through the use of scenarios, to qualify the experience of subjects interested in master courses that are in the process of looking for information to choose their course. To do so, it is reviewed the perspective of some authors who work in the following areas: strategic design and experiential design, whose main focus is emotional experience. One of the main theoretical approaches discussed in the area of emotional experience is the Appraisal Theory (Desmet, 2002), which deals with emotions that result from appraisals made by an individual when interacting with a product or service. Based on this theory, the methodology proposed in this study is an adaptation of that developed by Demir et al. (2009), whose study evaluated the emotions resulting from appraisals of interaction between individuals and products. In addition, the methodology proposed by Reyes (2011) is employed to help construction of scenarios. Based on Appraisal Theory, a unstructured questionnaire was created to collect data from 20 subjects. Results indicate that anxiety is one emotion existent in subjects analyzed. Then, the experiential scenarios are discussed as potential ways of reducing such emotional experience. Thus, it is possible to confirm that the connections between anxiety and comprehension of appraisals serve as basis for presentation of potential experiential scenarios as alternatives to qualify the experience of people involved in this process.
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Mankila, J. (Janne). "Acceptance of personalisable automobile user interface — and how the technology fits in the contemporary design movements:emphasis on emotions." Master's thesis, University of Oulu, 2013. http://urn.fi/URN:NBN:fi:oulu-201304241194.

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The interface used in the car cabin keeps expanding and growing in versatility. The number of features and devices in this interface, which has usually consisted of the wheel and pedals as well as secondary functions such as radio, navigator, and telecommunications controls, is rising despite the notion that the human capability of learning and utilising these features is not increasing at the same rate. Partly due to this trend, the structure of the car interface is changing. As the space on the dashboard is restricted, these features are often fitted in centralised interfaces, usually operated via a touch screens or rotating multidirectional knobs. These graphics- and menu-based interfaces can, however, disrupt the driving routine and hamper the driver’s concentration on safe driving and traffic conditions. Added to the increasing number of traffic users, we have got a problem. How do we make sure that people with varying cognitive skills and abilities can fully utilise the diversifying interfaces without sacrificing traffic safety? One of the possible answers is personalisable car interfaces, where people can modify and design the interfaces to match their needs and wants. The main goal for the thesis is to find out how open people are to this sort of interfaces in an environment as familiar as the car cockpit. The study was conducted by creating a questionnaire and surveying three different groups, student groups from Luleå University of Technology and Oulu University, as well as a group of chemical factory employees. Three concepts were showcased in the questionnaire, with the aim of illustrating some of the potential new features and control capabilities. The questions were partly adapted from and the analysis carried out using the Technology Acceptance Model 3 (i.e. TAM3). The secondary goal of the study is to explain and argue why personalisable car interface is a valid design evolution. Perspectives to design trends will be proposed by examining the movements of industrial design in the past century as well as future predictions. Human emotions and pleasures are focused on throughout the study, since they have a significant effect on people’s acceptance of new things, or, particularly in this study, new technologies. Related to these emotions, a viewpoint of ecological sustainability is brought up in the theory section, where the connection of customisable car interfaces and perceived longevity of the car as well as their effects on consumption behaviour will be discussed. The result to the main question of the study is that the case test groups were found to “cautiously accept” the personalisable car interface. On a scale from one to six, where the average is thus 3.5, the willingness to adopt the personalisable car interface received the average value of 4.12. No major differences between the groups were found in this regard, and no correlations between the acceptance and the gender, age, nor driving experience were found. The second of the main questions asked which factors in the TAM3 were the most important predictors for the acceptance of personalisable car interface. The factor of ‘product attachment’ was created and added to the existing TAM3, with the aim of addressing potential emotional factors. Surprisingly, among all of the respondents, the results showed that ‘product attachment’ was clearly the most important factor in determining the acceptance of the personalisable car interface. It was nearly twice as important as the next most important predictors, ‘perceived ease of use’ and ‘subjective norm’. The results suggest that emotional aspects and factors inspiring attachment greatly affect the perception of a car interface and its accessibility. Between the three groups, major differences were found in which of the determinants predicted the acceptance and how heavily. As round 88% of the respondents were of age 30 or less, the results can best be generalised to young adults. It is also to be expected that the results would have been different had the study been made elsewhere in the world, it is safest to generalise the results mainly to economically relatively well-to-do young adults, who already have experience in driving a car
Henkilöautojen käyttöliittymä laajenee ja monipuolistuu. Tämän ratin ja polkimien lisäksi vähemmän välttämättömien kontrollien, kuten kommunikaatiovälineiden, radion ja navigaattorin muodostaman kokonaisuuden uusien ominaisuuksien ja laitteiden määrä kasvaa jatkuvasti, vaikka ihmisen kyky oppia ja turvallisesti hyödyntää niitä jokapäiväisessä ajossa ei kehity samaa tahtia. Osittain tästä johtuen auton käyttöliittymän perusrakenne on muuttumassa. Koska kojetaulun tila on rajallinen, nämä ominaisuudet mahdutetaan usein keskitettyihin käyttöjärjestelmiin, joita operoidaan yleisimmin kosketusnäytöltä tai pyöriteltävillä ja monipuolisesti liikuteltavilla ohjausnupeilla. Nämä grafiikkaan ja valikoihin perustuvat käyttöjärjestelmät saattavat kuitenkin häiritä kuljettajan keskittymistä turvalliseen ajotapaan ja ympäröivään liikenteeseen. Yhdistettynä jatkuvasti kasvavaan autoilijoiden määrään liikenteessä, ongelma on valmis. Miten varmistaa, että kognitiivisilta kyvyiltään erilaiset ihmiset voivat täysipainoisesti käyttää monipuolistuvia käyttöliittymiä ilman, että liikenneturvallisuus vaarantuu? Yksi mahdollisista vastauksista on personalisoitavat käyttöliittymät, joissa kukin käyttäjä muokkaa itselleen omiin tarpeisiinsa ja mieltymyksiinsä soveltuvan käyttöliittymän. Tämän kirjoitelman päätarkoitus on selvittää, kuinka avoimia ihmiset ovat vastaanottamaan tällaisia käyttöliittymiä niinkin tutussa ympäristössä kuin auton ohjaamossa. Tutkimus suoritettiin kyselylomakkeella ja vastaajina oli kolme erilaista ryhmää, opiskelijaryhmät Luulajan teknillisestä yliopistosta ja Oulun yliopistosta sekä ryhmä kemian alan tehtaiden työntekijöitä. Kyselylomakkeessa esitettiin kolme erilaista konseptia personalisoitaville auton käyttöliittymille, joiden avulla vastaajille havainnollistettiin mahdollisia kontrolleja ja uusia ominaisuuksia. Lomakkeen kysymykset laadittiin osaksi ja analyysi suoritettiin Technology Acceptance Model 3 -mallin (l. TAM3) pohjalta. Toinen päätarkoitus kirjoitelmalla on perustella, miksi personalisoitavat käyttöliittymät ovat pätevä kehityssuunta auton ohjaamossa. Teoriaosuudessa esitetään perspektiivejä suunnittelun trendeihin tarkastelemalla teollisen suunnittelun pääsuuntia viimeisen vuosisadan aikana ja tulevaisuuden ennusteissa. Niin teoriaosuudessa kuin kyselytutkimuksessa ja sen analyyseissäkin on keskitytty ihmisten kokemiin tunteisiin ja mielihyvään, sillä ne vaikuttavat suuresti uusien asioiden, tässä tapauksessa uuden teknologian, hyväksymiseen. Tähän liittyen on teoriaosuudessa myös tuotu esiin ekologisen kestävyyden näkökulma, sillä auton käyttöliittymän muokattavuudella on suuri potentiaalinen vaikutus käsitykseen auton arvosta ajan suhteen ja tätä kautta auton kestävyyteen ja autoilijoiden ostokäyttäytymiseen. Tutkimuksen päätulos on, että tutkimusryhmien henkilöt suhtautuvat ajatukseen personalisoitavasta auton käyttöliittymästä varovaisen myönteisesti. Asteikolla yhdestä kuuteen, jossa keskiarvo on näin ollen 3,5, halukkuus omaksua personalisoitava auton käyttöliittymä sai keskiarvon 4,12. Suurta eroa vastauksissa ryhmien välillä ei havaittu, eikä esimerkiksi vastaajien sukupuolella, iällä tai ajokokemuksella ollut merkittävää yhteyttä tulokseen. Toinen pääkysymyksistä yritti selvittää, mitkä tuoteominaisuudet tai vaikuttimet olivat tärkeimpiä personalisoitavien käyttöjärjestelmien hyväksymisen kannalta. ’Kiintymyksestä tuotteeseen’ tehtiin oma vaikuttimensa TAM3-malliin, jotta mahdolliset emotionaaliset vaikuttimet voitaisiin selvittää. Yllättävästi tuloksista havaittiin, että se oli kaikki vastaukset huomioiden vaikuttimista selkeästi tärkein. ’Kiintymys tuotteeseen’ oli lähes kaksi kertaa tärkeämpi kuin seuraavaksi tärkeimmät vaikuttimet, ’vaikutelma käytön helppoudesta’ ja ’subjektiivinen normi’. Tulos osoitti, että tunnepohjaiset ja kiintymykseen kannustavat tekijät vaikuttavat suuresti mielikuvaan auton käyttöliittymästä ja sen lähestyttävyydestä. Siinä, mitkä vaikuttimet olivat tärkeimpiä halukkuudelle omaksua personalisoitava käyttöliittymä, oli suuria eroja eri ryhmien välillä. Koska noin 88 % kyselyyn vastanneista oli 30-vuotiaita tai alle, voi tuloksia parhaiten yleistää nuoriin aikuisiin. Koska on jokseenkin odotettavaa, että muualla maailmassa vastaukset voisivat poiketa nyt saaduista, on turvallisinta yleistää tutkimuksen tuloksia lähinnä taloudellisesti suhteellisen hyvin menestyviin nuoriin aikuisiin, joilla on jo kokemusta autolla ajamisesta
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Books on the topic "Emotional Design Process"

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Bustin, Alison Jane. The development of a structure and process by which to design, implement and monitor individual education plans for pupils with emotional and behavioural difficulties within two local education authority secondary schools. Birmingham: University of Birmingham, 1997.

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Norman, Donald A. Emotional design: Why we love (or hate) everyday things. New York: Basic Books, 2004.

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Solinas, Marco. Via Platonica zum Unbewussten: Platon und Freud. Vienna, Austria: Turia + Kant, 2012.

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1969-, Lee-Treweek Geraldine, and Linkogle Stephanie, eds. Danger in the field: Risk and ethics in social research. London: Routledge, 2000.

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Psiche: Platone e Freud : desiderio, sogno, mania, eros. Firenze: Firenze University Press, 2008.

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Takao, Kumazawa, Kruger Lawrence, and Mizumura Kazue, eds. The polymodal receptor: A gateway to pathological pain. Amsterdam: Elsevier, 1996.

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Roth, Mareike, and Oliver Saiz. Designing Emotions: Strategies and Methods for the Design Process. de Gruyter GmbH, Walter, 2022.

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Roth, Mareike, and Oliver Saiz. Designing Emotions: Strategies and Methods for the Design Process. de Gruyter GmbH, Walter, 2022.

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Norman, Donald A. Emotional Design: Why We Love (Or Hate) Everyday Things. Basic Books, 2004.

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Norman, Donald A. Emotional Design: Why We Love (or Hate) Everyday Things. Basic Books, 2005.

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Book chapters on the topic "Emotional Design Process"

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Lim, Chor-Kheng. "An Emotional Tactile Interaction Design Process." In Human-Computer Interaction. Theory, Methods and Tools, 384–95. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-78462-1_30.

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Matsumae, Akane, and Mitsuki Miyahara. "Process Design for Evoking Emotional Response Focusing on Empathy." In Human Systems Engineering and Design III, 96–101. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-58282-1_16.

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Gennari, Rosella, Alessandra Melonio, and Mehdi Rizvi. "The Participatory Design Process of Tangibles for Children’s Socio-Emotional Learning." In End-User Development, 167–82. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-58735-6_12.

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Garcia-Hernadez, Mariel, Fabiola Cortes-Chavez, Marco Marin-Alvarez, Alberto Rossa-Sierra, and Elvia Luz Gonzalez. "Emotional Design and Human Factors Design as Tool for Understanding Efficiency in Information Design Process at Medical Documents." In Advances in Industrial Design, 157–63. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-51194-4_21.

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Picado, Mariana, Cristina Pereira, and Luísa Correia Castilho. "Emotional Intelligence and Self-regulation in the Teaching and Learning Process of Music Ensemble with Singing." In Springer Series in Design and Innovation, 712–32. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-09659-4_50.

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Miao, Yingying, Tong Cui, and Bin Jiang. "Research on Service Process Design of Mobile Medical Platform Based on Patient’s Emotional Demand." In Design, User Experience, and Usability: Users, Contexts and Case Studies, 41–51. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-91806-8_4.

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Ho, Amic G. "Explore the Categories on Different Emotional Branding Experience for Optimising the Brand Design Process." In Lecture Notes in Computer Science, 18–34. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-58637-3_2.

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Ito, Kyoko, Yoshiki Sakamoto, Rieko Yamamoto, Mizuki Yamawaki, Daisuke Miyazaki, Kimi Ueda, Hirotake Ishii, and Hiroshi Shimoda. "An Experimental Study on “Consensus to Match” Game for Analyzing Emotional Interaction in Consensus Building Process." In HCI International 2021 - Late Breaking Papers: Design and User Experience, 54–62. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-90238-4_5.

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Macruz, Andrea, Ernesto Bueno, Gustavo G. Palma, Jaime Vega, Ricardo A. Palmieri, and Tan Chen Wu. "Measuring Human Perception of Biophilically-Driven Design with Facial Micro-expressions Analysis and EEG Biosensor." In Proceedings of the 2021 DigitalFUTURES, 231–41. Singapore: Springer Singapore, 2021. http://dx.doi.org/10.1007/978-981-16-5983-6_22.

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AbstractThis paper investigates the role technology and neuroscience play in aiding the design process and making meaningful connections between people and nature. Using two workshops as a vehicle, the team introduced advanced technologies and Quantified Self practices that allowed people to use neural data and pattern recognition as feedback for the design process. The objective is to find clues to natural elements of human perception that can inform the design to meet goals for well-being. A pattern network of geometric shapes that achieve a higher level of monitored meditation levels and point toward a positive emotional valence is proposed. By referencing biological forms found in nature, the workshops utilized an algorithmic process that explored how nature can influence architecture. To measure the impact, the team used FaceOSC for capture and an Artificial Neural Network for micro-expression recognition, and a MindWave sensor manufactured by NeuroSky, which documented the human response further. The methodology allowed us to establish a boundary logic, ranking geometric shapes that suggested positive emotions and a higher level of monitored meditation levels. The results pointed us to a deeper level of understanding relative to geometric shapes in design. They indicate a new way to predict how well-being factors can clarify and rationalize a more intuitive design process inspired by nature.
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Wallace, Tracey D., and John T. Morris. "SwapMyMood: User-Centered Design and Development of a Mobile App to Support Executive Function." In Lecture Notes in Computer Science, 259–65. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-58805-2_31.

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AbstractThis paper describes the research and development of the SwapMyMood smartphone application designed to support use of evidence-based executive function strategies by people with traumatic brain injury. Executive dysfunction is a common sequela of traumatic brain injury (TBI) resulting in diminished cognitive-behavioral functioning. Problem-solving and emotion regulation are cognitive-behavioral functions that are often disrupted by changes in the executive control system. SwapMyMood is an electronic version of the Executive Plus/STEP program, a set of clinical techniques taught to people living with brain injury to help them 1) identify and implement solutions to problems encountered in daily life and 2) to utilize the emotion cycle to understand and regulate emotional responses to these problems. The Executive Plus/STEP program has until now relied on paper-based instruction and use. Input from target users – people with brain injury and clinical professionals who teach this program to their patients – has contributed to key refinements of features and functioning of the mobile app. Data gathered from target user participation in the user-centered design process are presented. Future directions for ongoing development of technologies to support executive function strategies are also discussed.
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Conference papers on the topic "Emotional Design Process"

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Ueda, Kazutaka, and Ayami Nagai. "Expectation Design Based on User’s Cognitive Process." In ASME 2015 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2015. http://dx.doi.org/10.1115/detc2015-46973.

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In today’s market, points of contact between users and products now extend to pre-product release situations such as rollout events. In order to design an attractive product that exceeds users’ expectations, it is necessary to take into account a set of cognitive processes associated with the user experience, such as product expectations and the memories of product-related experiences that led to the formation of these expectations. This study aimed to model the situation surrounding users’ expectations and to elucidate the mechanisms regulating these expectations. To do so, situations in which expectations arise were experimentally reproduced, participants predicted their future emotions based on emotional valence and probability of occurrence, and a hypothetical model was verified. Furthermore, focusing on participants’ feelings of self-efficacy formed by past experiences and their subjective view of the probability of events occurring as regulating parameters of future emotional states, it was found that they are connected to changes in emotional valence when predicting emotions.
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G. Ho, Amic. "Exploring the Role of Emotion in the Design Cycle." In Applied Human Factors and Ergonomics Conference. AHFE International, 2021. http://dx.doi.org/10.54941/ahfe100583.

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Scholars have focused on “design and emotion” for more than a decade. Various studies, models, and theories have been proposed and adopted to explore the relationship between design and emotion, and to explain how emotion can be applied in the design process. After the theories are categorised according to the respective focuses, three main components that influence or are influenced by emotion can be identified: designers, design outcome and users or consumers in the design cycle. Based on the relationships amongst these components, numerous similar terms categorised under emotion and design that have clear and concrete rationales and definitions have been developed. For instance, “emotionalised design” refers to design in which designers introduce their emotions into the design process. “Emotional design” is viewed as design that can stimulate users’ or consumers’ emotion. “Emotion design” is design in which emotional concerns are involved in the interactions between designers and users.However, few studies have focused on designers’ perceptions of these terms and of the role of emotion in design. By conducting an empirical study, we investigated designers’ perceptions of three terms, emotion design, emotional design, and emotionalised design, and explored designers’ experience regarding emotion and design.
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Lu, Weihua, and Jean-François Petiot. "Toward an Affective Design of Products." In ASME 2012 11th Biennial Conference on Engineering Systems Design and Analysis. American Society of Mechanical Engineers, 2012. http://dx.doi.org/10.1115/esda2012-82486.

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The measurement and understanding of user emotions elicited by product appearance are critical elements of the product development process and have been interesting design challenges for many years. This paper proposes an original emotion measurement method, called Auditory Parameter Method. It is a non-verbal technique, which uses sounds and association tests for evaluating a set of products (given by their pictures). It provides an assessment of these products according to a series of emotional dimensions. We present a methodological framework to build the links between user’s emotional responses and geometrical features of product, by using a glasses frame 3D model as application case. Analysis of Variance techniques are employed to examine how various shape factors influence users’ emotional responses to 3D model. To demonstrate the effectiveness of our protocol, we compare the proposed method with the conventional Semantic Differential using Principal Component Analysis and Generalized Procrustes Analysis. The new protocol demonstrates interesting qualities to collect the intuitive emotions of user.
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Iacono, Ester, Claudia Becchimanzi, and Alessia Brischetto. "Emotional design: Affective evaluation methods to assess the emotional response of 6-11 years children." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1001785.

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Nowadays, the design focuses not just on the functional attributes of products but especially on emotional ones, and it investigates users' behavior from an emotional point of view.Industrial companies also discovered the economic advantages of holistically analyzing user experience and aim, beyond usability research, to improve people-product interaction. Therefore, their goal is to understand how to evaluate the emotions arising from the interaction with a product and integrate emotions into usability studies. Consequently, it is fundamental to look at Affective Evaluation Methods to enhance usability methods and make them more effective on affective responses. However, scientific literature highlights that although the understanding of emotions has progressed, measurement tools have lagged. Moreover, people generally find it difficult to report the emotions they experience. Furthermore, regarding children, evaluating the emotional impact of a product is even more complex. Therefore, applying methods and tools found in the literature (affective evaluation methods - AEM) may not be appropriate to investigate the affective response in children, according to specific variables.This research addresses the issue of children's affectivity in evaluating positive user experiences as a requirement to be considered within the design process. In addition, this research investigates theories on emotions and studies of the affective sciences and explores the contribution of design and cognitive psychology in these areas.This paper investigates strategies and evaluation tools of the Human-Centred Design (HCD), User Experience (UX), Affective Evaluation Methods (AEM) of Psychology, Affective Sciences and Cognitive Ergonomics, that allow the measurement of emotions. This study aims to:1.understanding the emotional skills of children; 2.verifying the reliability of the emotional responses expressed through the existing self-assessment tools;3.investigating effective methods to evaluate the affective response of 6-11 years children.This research describes the results of two qualitative methods for investigating emotions: (1) the survey aimed to collect data on emotions experienced by children; (2) the workshop focused on emotions conducted with children of age 6-11. The workshop included activities to analyze children’s emotional skills and their ability to recognize emotions in themselves, others, and interaction with products. Furthermore, field surveys with children and experts (direct observation, interviews, focus groups, brainstorming sessions) allowed us to evaluate the reliability of the emotional responses collected by the main tools described in the literature, e.g. tools for rational-emotional education (REBT) and Affective Evaluation Methods (AEM).The collected data revealed critical issues of current evaluation tools and identified the requirements for a new tool for children’s emotional evaluation. Specifically, it emerged that the cognitive-behavioral approaches, typical of psychology, can be powerful tools for designers to interpret and analyze the emotional responses that occurred during the interaction with a system. Together with the HCD and UX tools, these approaches can help designers improve the overall quality of the project.Furthermore, results show a lack of a theoretical framework to move from a conceptual to an empirical level to develop effective tools to measure emotions. Consequently, it is essential to introduce tools for measuring the objective and subjective aspects of the experience, as it is challenging to involve such young users in the research phases.The results of this study allowed the development and prototyping of a series of design concepts to evaluate the emotional impact and collect physiological measurements. This paper only shows the main objectives and features of the tool "Cubotto emotion kit". It is an interactive tool that provides information and allows qualitative data collection so far beyond even the measurement of emotions themselves. It could help designers understand children's preferences, such as colors and shapes that can arouse positive emotions and useful information to redesign products, services, and systems.
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Moreira Da Silva, Ana. "Creativity and Emotion in Design." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1001996.

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Creativity in Design can be related to Emotion, particularly to the Emotional Mind. We perceive, interpret and memorize things differently depending on our emotional states. We are emotional and emphatic beings. The experiences we have gone through, the challenges we have learned from and the circumstances that have made us, reflect on our work as designers.Creativity is the process of solving a new problem by creating a new pattern of brain connections; it is a spark between previously unrelated concepts acquired through learning and experiencing. The act of creation requires the brain to find new associations, new connections between its neurons. The creation of something new and unusual is literally a spark that links previously unrelated neural groups and joins previously distant conceptual areas: the creative thinking.Sketching can stimulate a re-interpretive cycle in the individual designer’s idea generation process. It appears that sketches stimulate creativity in this ideas generation process, by providing new directions for ideas to breed in an individual generate-interpret cycle. A drawing happens when we engage our hands to capture what we are thinking or experiencing. The hand is an extension for our brain which can make visible our ideas through sketches. The proportion of sensorimotor cortex devoted to hand function is considerably greater than that devoted to other body segments. Several authors even call the hand has ‘the outer brain’. We are developing an ongoing research concerned with investigating the ways in which the activity of sketching stimulates creativity in design.Under a qualitative research, based on literature review methodology, through the study and interpretation of several authors’ statements, this paper investigates the relations between Creativity and Emotion in Design, and also, aims to stimulate reflection and bring new perspectives on the nowadays use of sketching within this relation creativity/emotions present in the designers mind as an emotional human being.
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Baharom, Shahrel Nizar, Wee Hoe Tan, and Muhammad Zaffwan Idris. "Emotional Design for Games: The Roles of Emotion and Perception in Game Design Process." In Proceedings of the Serious Games Conference 2014. Singapore: Research Publishing Services, 2014. http://dx.doi.org/10.3850/978-981-09-0463-0_015.

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Gao, Xun, Fuyong Liu (), Yong Li, and Wanying Cheng. "Packaging Design Strategy of Female Medical Injector Under Emotional Demand." In Human Interaction and Emerging Technologies (IHIET-AI 2022) Artificial Intelligence and Future Applications. AHFE International, 2022. http://dx.doi.org/10.54941/ahfe100873.

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The first visual perception of pharmaceutical packaging can directly affect the psychological emotion of the people who use medicine. From the user's needs, through the investigation of the cognition, will and emotion of gynecological patients in the use of disposable drug pushers, analyze the importance of pharmaceutical packaging design to pharmaceutical users, discuss the role and significance of emotional needs in the use of their packaging design process, and explore the development of the emotional design of female medical disposable drug pushers packaging; take the design practice of Kangfute gynecological pushers as an example, and integrate the emotional needs with In the case of Kangfute gynecological push dispenser design practice, the emotional needs are integrated into the packaging design to complete the push dispenser packaging design to meet the needs of the psychological level.
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Fukuda, Shuichi. "Emotion and Process Quality." In ASME 2011 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2011. http://dx.doi.org/10.1115/detc2011-48663.

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Traditionally quality has been discussed mainly from the standpoint of functions and from the standpoint of a product, because engineering up to now has focused major efforts on how we can produce better quality products. Value was evaluated in terms of product quality. But when we come to think that not only products but processes also yield value, we should consider process quality as well. Behavior economics points out the importance of experience value. This is nothing other than process value. But what they discuss is value in use. We, engineers, should remember we can create experience through design and manufacturing and even through maintenance. Products get to fit us better with use and our attachment to them grows with time. This is breaking in but to express it in another way, it is nothing other than deterioration. Maintenance, for example, is not just an activity to restore deteriorating functions back to the design requirements. But rather it is an activity to break in our products. These process values are very much associated with emotion. This paper points out the importance of process value and how emotion plays an important role in process quality management. It is also pointed out that pattern classification approach is very effective for processing emotional quality.
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Bordegoni, Monica, and Umberto Cugini. "Bringing User Experience (UX) Upstream to Design: A Sensing Based Approach." In ASME 2013 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2013. http://dx.doi.org/10.1115/detc2013-12542.

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Several studies in the field of Emotional Engineering have focused on studying new methods to design products that elicit positive emotions in the future consumers, focusing on the study of the visual perception of the products. A typical application of Emotional Engineering (E-E) is in the product design domain, where the design of new products tends to be validated even with respect to emotional responses, well before releasing the final product design. This paper proposes a new method and process for product design that is driven by the validation of emotional aspects, elicited by multi-sensory experience with products, more in line with the E-E perspective.
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Liao, Ting, and Bei Yan. "Are You Feeling Happy? the Effect of Emotions on People’s Interaction Experience Toward Empathetic Chatbots." In ASME 2022 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2022. http://dx.doi.org/10.1115/detc2022-91059.

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Abstract People may experience emotions before interacting with automated agents to seek information and support. However, existing literature has not well examined how human emotional states affect their interaction experience with agents or how automated agents should react to emotions. This study proposes to test how participants perceive an empathetic agent (chatbot) vs. a non-empathetic one under various emotional states (i.e., positive, neutral, negative) when the chatbot mediates the initial screening process for student advising. Participants are prompted to recall a previous emotional experience and have text-based conversations with the chatbot. The study confirms the importance of presenting empathetic cues in the design of automated agents to support human-agent collaboration. Participants who recall a positive experience are more sensitive to the chatbot’s empathetic behavior. The empathetic behavior of the chatbot improves participants’ satisfaction and makes those who recall a neutral experience feel more positive during the interaction. The results reveal that participants’ emotional states are likely to influence their tendency to self-disclose, interaction experience, and perception of the chatbot’s empathetic behavior. The study also highlights the increasing need for emotional acknowledgment of people who experience positive emotions so that design efforts need to be designated according to people’s dynamic emotional states.
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Reports on the topic "Emotional Design Process"

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Tare, Medha, Susanne Nobles, and Wendy Xiao. Partnerships that Work: Tapping Research to Address Learner Variability in Young Readers. Digital Promise, March 2018. http://dx.doi.org/10.51388/20.500.12265/67.

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Over the past several decades, the student population in the United States has grown more diverse by factors including race, socioeconomic status, primary language spoken at home, and learning differences. At the same time, learning sciences research has advanced our understanding of learner variability and the importance of grounding educational practice and policy in the individual, rather than the fiction of an average student. To address this gap, LVP distills existing research on cognitive, social and emotional, content area, and background Learner Factors that affect learning in various domains, such as reading and math. In conjunction with the development process, LPS researchers worked with ReadWorks to design studies to assess the impact of the newly implemented features on learner outcomes.
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Knight, Ruth, and Kylie Kingston. Gaining feedback from children in The Love of Learning Program. Queensland University of Technology, November 2020. http://dx.doi.org/10.5204/rep.eprints.206154.

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This report details both the process undertaken to develop an evaluation instrument that can collect feedback from children in the Love of Learning program and feedback the children have provided. A total of 178 children who are beneficiaries of the program completed the survey, and 91% confirmed the program was positively supporting them. They provided their feedback using a 20-question survey which measured four protective factors that previous research suggests supports children to engage with and enjoy learning, helping them to thrive in school and life. The protective factors are known to foster social, emotional, and academic development and success. There is a strong positive association between these factors, and the results of the survey suggest the Love of Learning program is influencing children's attitude towards learning and school. This report highlights some of the design challenges and complexities when engaging children in participatory evaluation. Importantly, to ensure children are given an opportunity to provide feedback, they must be supported by their foster carer who need to also feel informed and confident to be part of the evaluation process and empower children to speak up. Further research will now be conducted to implement the evaluation process more widely and ascertain if the protective factors improve a child’s health, educational engagement, and performance.
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Osadchyi, Viacheslav V., Hanna B. Varina, Kateryna P. Osadcha, Olha V. Kovalova, Valentyna V. Voloshyna, Oleksii V. Sysoiev, and Mariya P. Shyshkina. The use of augmented reality technologies in the development of emotional intelligence of future specialists of socionomic professions under the conditions of adaptive learning. CEUR Workshop Proceedings, July 2020. http://dx.doi.org/10.31812/123456789/4633.

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In modern conditions, innovative augmented reality technologies are actively developing, which are widespread in many areas of human activity. Introduction of advanced developments in the process of professional training of future specialists of socionomic professions in the conditions of adaptive training, contributes to the implementation of the principles of a personalized approach and increase the overall level of competitiveness. The relevant scientific article is devoted to the theoretical and empirical analysis result of conducting a psychodiagnostic study on an innovative computer complex HC-psychotest. of the features of the implementation of augmented reality technologies in the construct of traditional psychological and pedagogical support aimed at the development of emotional intelligence of the future specialist. The interdisciplinary approach was used while carrying out the research work at the expense of the general fund of the state budget: “Adaptive system for individualization and personalization of professional training of future specialists in the conditions of blended learning”. A comprehensive study of the implementation of traditional psychological-pedagogical and innovative augmented reality technologies was conducted in the framework of scientific cooperation of STEAM-Laboratory, Laboratory of Psychophysiological Research and Laboratory of Psychology of Health in Bogdan Khmelnitsky Melitopol State Pedagogical University. The theoretical analysis considers the structural model of emotional intelligence of the future specialist of socionomic professions, which is represented by two structural components: intrapersonal construct of emotional intelligence and interpersonal construct of emotional intelligence. Each component mediates the inherent emotional intelligence of interpretive, regulatory, adaptive, stress-protective and activating functions. The algorithm of the empirical block of research is presented by two stages: ascertaining and forming research. According to the results of the statement, low indicators were found on most scales, reflecting the general level of emotional intelligence development of future specialists, actualizing the need to find and implement effective measures for the development of emotional intelligence components in modern higher education and taking into account information development and digitalization. As part of the formative stage of the research implementation, a comprehensive program “Development of emotional intelligence of future professionals” was tested, which integrated traditional psychological and pedagogical technologies and innovative augmented reality technologies. This program is designed for 24 hours, 6 thematic classes of 4 hours. According to the results of a comprehensive ascertaining and shaping research, the effectiveness of the influence of augmented reality technologies on the general index of emotional intelligence is proved. The step-by-step model of integration of augmented reality components influencing the ability to analyze, understand and regulate emotional states into a complex program of emotional intelligence development is demonstrated. According to the results of the formative study, there is a dominance of high indicators of the following components: intrapersonal (50%), interpersonal (53.3%). Thus, we can say that intrapersonal and interpersonal emotional intelligence together involve the actualization of various cognitive processes and skills, and are related to each other. Empirical data were obtained as a
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Osadchyi, Viacheslav, Hanna Varina, Evgeniy Prokofiev, Iryna Serdiuk, and Svetlana Shevchenko. Use of AR/VR Technologies in the Development of Future Specialists' Stress Resistance: Experience of STEAM-Laboratory and Laboratory of Psychophysiological Research Cooperation. [б. в.], November 2020. http://dx.doi.org/10.31812/123456789/4455.

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The scientific article deals with the analysis of peculiarities of the use of innovative AR/VR technologies in the process of developing future special- ists’ stress resistance. Based on the analysis of the introduction of AR/VR tech- nologies in the context of the implementation of a competency-based approach to higher education; modern studies on the impact of augmented reality on the emotional states and physiological features of a person in a stressful situation, the experience of cooperation of students and teachers at the Laboratory of Psy- chophysiological Research and STEAM-Laboratory has been described. Within the framework of the corresponding concept of cooperation, an integrative ap- proach to the process of personality’s stress resistance development has been designed and implemented. It is based on the complex combination of tradition- al psycho-diagnostic and training technologies with innovative AR/VR technol- ogies. According to the results it has been revealed that the implementation of a psycho-correction program with elements of AR technologies has promoted an increase of the level of personality’s emotional stability and stress resistance. The level of future specialists’ situational and personal anxiety has decreased; the level of insecurity, inferiority, anxiety about work, sensitivity to failures has also decreased; the level of flexibility of thinking and behavior, ability to switch from one type of activity to another one has increased; general level of person- ality’s adaptive abilities has also increased. The perspectives of further research include the analysis of the impact of AR/VR technologies on the future profes- sionals’ psychological characteristics in order to optimize the process of im- plementing a learner-centered approach into the system of higher education.
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Fang, Chen. Unsettled Issues in Vehicle Autonomy, Artificial Intelligence, and Human-Machine Interaction. SAE International, April 2021. http://dx.doi.org/10.4271/epr2021010.

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Artificial intelligence (AI)-based solutions are slowly making their way into our daily lives, integrating with our processes to enhance our lifestyles. This is major a technological component regarding the development of autonomous vehicles (AVs). However, as of today, no existing, consumer ready AV design has reached SAE Level 5 automation or fully integrates with the driver. Unsettled Issues in Vehicle Autonomy, AI and Human-Machine Interaction discusses vital issues related to AV interface design, diving into speech interaction, emotion detection and regulation, and driver trust. For each of these aspects, the report presents the current state of research and development, challenges, and solutions worth exploring.
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