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1

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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Анотація:
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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2

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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3

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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Анотація:
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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4

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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Анотація:
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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5

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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Анотація:
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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6

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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7

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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Анотація:
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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8

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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Анотація:
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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9

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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Анотація:
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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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10

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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Анотація:
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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11

KALMAN, GABRIELA ESTER. "ANALYSIS OF THE DISCOURSE THAT PRIVILEGES EXPERIENCE AND EMOTION IN ITS CONCERNS ABOUT THE DESIGN PROJECT PROCESS." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2007. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=10692@1.

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Анотація:
COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
Este trabalho realiza uma análise do discurso que privilegia a emoção e a experiência em suas considerações sobre o processo projetual de design. Apresenta enunciados coletados nos contextos de branding, experience design e design & emoção que exemplificam o discurso apontado, recortado nas falas de teóricos e profissionais do design de mainstream e do marketing. O propósito do trabalho é investigar alguns aspectos desse discurso, em especial o modo como ele propõe considerar o sujeito no processo projetual do design, além de apontar algumas implicações do mesmo.
This Analysis of the discourse that privileges experience and emotion in its concerns about the design project process presents some propositions from the branding, experience design and design & emotion contexts that exemplifies this discourse. The propositions were selected from texts from theorists and professionals of mainstream design and marketing. The dissertation aims to examine some aspects of this discourse, especially the way it suggests to consider the subject in the design project process as well as some of its implications.
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12

Didymus, Faye F. "Exploring the organizational stress process in sport performers : from theory to practice." Thesis, Loughborough University, 2012. https://dspace.lboro.ac.uk/2134/10959.

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Анотація:
The increasing evidence of the organizational demands encountered by sports performers provides a fertile ground for research. There is now a requirement to move beyond describing the organizational stressors that performers encounter in order to understand the complex appraisal and coping processes that athletes engage in when experiencing organizational stress. This thesis aimed to conduct a detailed examination of these processes in high-level sport performers. Chapter 2 describes a narrative review of the extant appraisal literature that has examined the roles of situational and personal influences on appraising. In order to generate a detailed understanding of this literature, the review includes findings from the general, occupational, organizational, and sport psychology literatures. This review was instrumental in determining the direction of the research described in later chapters. Chapter 3 aimed to narrow the focus of the thesis to organizational stress transactions in sport performers and therefore, describes a diary study that explored swimmers appraisals of organizational stressors. The findings of this study provided insight into the complex process of appraisal and suggested that appraisals are related to the situational property of the stressor encountered. In addition, the results pointed to the importance of exploring the coping strategies that athletes use to manage organizational stressors in future research. Chapter 4 describes a narrative review of the literature that has examined athletes ways of coping with organizational stressors. Due to the limited sport psychology research in this area and in order to extend current knowledge in sport, prominent findings from the organizational and occupational psychology domains were considered. Chapter 5 was designed to extend the findings of Chapter 3 and the existing literature by examining the coping strategies that swimmers use in response to organizational stressors. This chapter highlighted the complexity of coping and suggested that appraisal mechanisms are linked to the coping family employed. Chapter 6 aimed to take a more complete approach to examining organizational stress transactions by exploring various components of stress transactions. The study presented in this chapter suggested that the appraisal an athlete makes is influential in determining the performance outcome that they will experience. Collectively, the chapters described above highlighted appraising as the pivotal element in stress transactions and established a rationale for the cognitive-behavioral based intervention that is described in Chapter 7. The study presented in Chapter 7 aimed to alleviate some of the negative outcomes of organizational stress by optimizing sport performers appraisals. The findings suggested that cognitive restructuring was a useful technique for achieving this aim. The program of research presented in this thesis suggests that appraising is the pivotal element of organizational stress transactions in sport and that appraising can be optimized in order to alleviate the negative emotional and performance outcomes of maladaptive appraisals. In addition, the research highlights the importance of considering the situational properties of stressors, the complexity of coping, and the relationships between components of stress transactions in future research. Further, the findings presented within this thesis suggest that future research should aim to make methodological and measurement advances and examine, in detail, performers appraisal and coping processes.
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13

Rydberg, Joakim, and Gustav Svensson. "Dissonans i två dimensioner." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-19980.

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Анотація:
This bachelor thesis discusses the conveying power of the audio and visual media in an audiovisual creative process based on the concept of audiovisual dissonance and Circumplex Model of Affect (Russell, 1980) with its key components, valence and arousal. In this design process we use the research key concept of audiovisual dissonance as a design perspective.Dissonance can also be described as a contradiction, with this an audiovisual dissonance can be seen as a contradiction between the audio and visual media. Chion (1994) coined the term audiovisual counterpoint which he describes as when the picture and the sound doesn’t match. In this design process we strived to create dissonance between audio and visual representations of different emotions. To create these dissonances the design process uses the Circumplex Model of Affect (Russell, 1980) which is a way to organize emotions in a two-dimensional coordinate system in relation to each other and their experienced valence-arousal. Valence is the concept that describes if the emotion is positive or negative while arousal is the concept that describes how intense the emotion is. The proximity between each of the emotions is based on their similarities in how they are experienced. This study is based on the idea to get a better understanding of how the audio and visual media affects a person’s emotional experience and how dissonance could be created between these two forms of media. The study resulted in a creative process with a strong connection to previous research in affect and media technology related work procedures. The creation of a matrix based on previous research created a focus and an approach that was beneficial for the creative process. The study deals with questions about effect in cooperation with the audio and the visual medium. New questions have emerged where we question whether it’s the physical properties of the medium or their association in everyday life that determines the experienced affect.
Detta kandidatarbete diskuterar ljud och bilds förmedlande krafter i en audiovisuell skapande process utifrån begreppet audiovisuell dissonans och Circumplex Model of Affect (Russell, 1980) samt dess nyckelbegrepp valence-arousal. Vi har valt att applicera undersökningens centrala begrepp audiovisuell dissonans som designperspektiv. Dissonans kan också beskrivas som motsägelse, en audiovisuell dissonans är då en motsägelse mellan ljud och bild. Chion (1994) myntade begreppet audiovisual counterpoint vilket han beskriver som när det audiella och det visuella mediet inte stämmer överens. Vi har i arbetet strävat efter att skapa dissonans mellan representationer av olika känslor i det audiella samt visuella mediet. För att skapa dessa dissonanser använder sig undersökningen av Circumplex Model of Affect (Russell, 1980) vilket är ett sätt att placera ut känslor i ett tvådimensionellt koordinatsystem i relation till varandra utifrån känslans upplevda valence-arousal. Valence är begreppet som beskriver hur positiv eller negativ en känsla är medan arousal beskriver hur intensiv känslan är. Detta koordinatsystem baseras på att känslor som är placerade nära varandra har mer gemensamt än de känslor som är placerade långt ifrån varandra. Denna undersökning syftar till att kunna få en tydligare bild av hur det audiella och det visuella mediet påverkar en persons emotionella upplevelse samt hur en dissonans kan skapas mellan dessa två medier. Undersökningen resulterade i en skapande process med stark koppling till tidigare forskning kring emotionella stimuli samt medietekniska arbetssätt. Skapandet av en matris genom sammanställning av den tidigare forskningen skapade fokus och ett tillvägagångssätt som lett den skapande processen framåt. Undersökningen hanterar frågor kring emotionella stimuli i samverkan med det audiella och visuella mediet. Nya frågor har framträtt där vi frågar oss om det är de audiella samt visuella mediets fysiska uppbyggnad eller deras association till vardagen som ligger till grund för vilka känslor som framkallas.
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14

Iacono, Ester. "EMOTIONAL DESIGN PER IL BENESSERE PSICO-EMOTIVO: STRUMENTI DI VALUTAZIONE EMOTIVA DI SISTEMI, PRODOTTI E SERVIZI IN AMBITO PEDIATRICO." Doctoral thesis, 2021. http://hdl.handle.net/2158/1239048.

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Il lavoro di ricerca, proposto all’interno di questa tesi, indaga la dimensione emozionale e psico-emotiva dell’esperienza utente (bambino) che incide sul benessere all’interno del contesto sanitario. Si interroga sul ruolo e sui contributi del Design, nello specifico l’Emotional Design e l’approccio Human Centred Design (HCD), all’interno del contesto pediatrico-ospedaliero. Partendo, dunque, dalle diverse teorie sulle emozioni, dagli studi condotti dalle scienze affettive, neuroscienze sociali e cognitive e dai contributi apportati dalla ricerca di Design e della psicologia cognitiva, questa ricerca affronta il tema dell’affettività dei bambini nella valutazione e progettazione di esperienze utenti positive, come requisito da considerare all’interno del processo di progettazione dei sistemi ospedalieri. Si interroga sulle strategie e strumenti di valutazione, propri dello Human Centred Design (HCD), User Experience (UX), Affective Evaluation Methods (AEM) della Psicologia, Scienze affettive, Ergonomia cognitiva, che permettono la misurazione delle emozioni e le implicazioni di queste sulla cura. La ricerca, al fine di comprendere la risposta affettiva del piccolo paziente, nell’interazione con il sistema prodotto/servizio medicale, mira a sviluppare una strategia progettuale che, includendo gli stati emotivi dell’utente all’interno dell’approccio HCD, permetta di elaborare le modalità con cui le risposte emotive possono essere interpretate e messe a servizio del progetto. Pertanto, sulla base dell’analisi della letteratura e delle indagini sul campo, sono stati proposti approcci, strategie, strumenti e ipotesi progettuali finalizzati alla valutazione dell’impatto emotivo nei bambini. Complessivamente, la ricerca ha beneficiato del supporto dell’Azienda Ospedaliero-Universitaria Meyer e del confronto di una rete di esperti in diverse discipline (psicologia, ergonomia e medicina), evidenziando l’importanza di coniugare maggiormente la dimensione multidisciplinare tra più sfere della conoscenza. The research work proposed within this thesis investigates the emotional and psycho-emotional dimension of the user experience (child) that affects well-being within the healthcare context. It questions the role and contributions of Design, specifically Emotional Design and the Human Centred Design (HCD) approach, within the pediatric hospital context. Starting, therefore, from the different theories on emotions, from the studies conducted by the affective sciences, social and cognitive neurosciences, and the contributions made by the research of Design and cognitive psychology, this research addresses the issue of children's affectivity in the evaluation and planning of experiences. Positive users, as a requirement to be considered within the design process of hospital systems. It questions the strategies and evaluation tools, typical of Human Centred Design (HCD), User Experience (UX), Affective Evaluation Methods (AEM) of Psychology, Affective Sciences, Cognitive Ergonomics, which allow the measurement of emotions and the implications of these on care. The research, to understand the affective response of the young patient, in the interaction with the medical product/service system, aims to develop a design strategy that, by including the user's emotional states within the HCD approach, allows elaborate how the emotional responses can be interpreted and put at the service of the project. Therefore, based on the analysis of the literature and field surveys, approaches, strategies, tools and design hypotheses aimed at assessing the emotional impact in children have been proposed. Overall, the research benefited from the support of the Meyer University Hospital and the comparison of a network of experts in different disciplines (psychology, ergonomics and medicine), highlighting the importance of combining the multidisciplinary dimension between multiple spheres of knowledge.
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15

Dostálová, Zuzana. "Sémiotika designu: Produktový design jako selektivní proces materializace Případová studie: Designéři jako tvůrci materializovaných představ." Master's thesis, 2019. http://www.nusl.cz/ntk/nusl-404864.

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This paper deals with design semiotics, focuses on product design (light design) from the perspectives of social semiotics (van Leeuwen, 2005; Kress a van Leeuwen, 2006), multimodality (Kress, 2010) and product design (Norman, 1988, 2004a; Monö, 1997), and perceive design as a multimodal process of choices as well as a result of materialization of meanings. The theoretical chapters are dedicated to definitions of particular approaches and terms, which are applied within the empirical parts afterwards. These rely on the theories mentioned above and the design phases established by Riley (2003, 2004), which we linked with given theoretical approaches (the discourse phase with social semiotics; the conception phase with multimodality and emotional design; the inception phase with multimodality; and the reception phase with social semiotics and product design). Semi-structured interviews were held with three designers engaged in light design - Jan Plecháč, Jakub Pollág and Karel Matějka. The purpose of this paper is to explore and compare practices of designers from their own perspectives, considering intended product meanings (purposes), used modes and highlighting different design levels. Key words Social semiotics, product design, emotional design, multimodality, materialization
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16

Kang, Ji Hye. "The positive emotion elicitation process of Chinese consumers toward a U.S. apparel brand a cognitive appraisal perspective /." 2007. http://digital.library.okstate.edu/etd/umi-okstate-2567.pdf.

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17

LIN, KAI-YU, and 林凱裕. "Exploring the Imagination of Substance about “Emotion and Spatiality of Water Substance”-The Production and Design Process for “Lille Eyolf ”." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/93t9c8.

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Анотація:
碩士
國立臺北藝術大學
劇場設計學系碩士班
107
This creative report is mainly based on the production and design process in 2017 winter performance “Lille Eyolf ” of Taipei National University of the Arts School of Theatre Arts. The playwright let Lille Eyolf get drowned in the sea of the fjord in the end of the first act. From this moment on, this original life space is changed, the characters project their own thought and feeling of losing children. Therefore, I hope that the water substance enables to trigger millions of imaginations and emotions. Moreover, refers to description of water in different texts to create the imagination. Further to study the playwright Henrik Johan Ibsen, who is hailed as the "father of modern drama". His dramas have a strong influence upon contemporary culture. And good at describing the various environments in the creation. Furthermore, his plays know how to express the memories and emotions between characters and environment. Exploring how different water substance’s spaces in the environment are influenced by human's imagination and emotions, and implement this concept in design process of the stage scene, then construct an emotional and spatial stage space of water.
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18

Wei-PingPu and 卜唯平. "The impact of emotion and flow experience on customer behavior intention in web-based co-design process: the mediating role of customer satisfaction." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/ca56mu.

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Анотація:
博士
國立成功大學
創意產業設計研究所
104
The development of mass customization and internet technology provide a new opportunity for customer has more interaction and participation during purchasing process, while to obtain the product is more attractive and fit their own need and want. And for enterprise, to provide opportunity for customer to join product customization process is also creating a special experience for them and increasing customer perceived value and enhance the competitiveness for enterprises. As previous studies have demonstrated the customer participation is highly related with satisfaction, wiliness to pay, higher premium and loyalty. For the customer who willing to adopt the co-design service, they are not only care about the final product but also deeply influence by psychological factors. Thus, this study developed and empirically tested a conceptual model of the impact of three psychological factors on the customer satisfaction and behavior intention. Further, the research also investigates the mediation role of customer satisfaction between psychological factors and behavior intention. A sample of 126 online users in Taiwan is collected and empirical studies are analyzed by structural equation modeling. Results indicated that positive emotion and flow experience have direct and positive impacts on customer satisfaction, and that negative emotion has negative impact on customer satisfaction. The customer satisfaction has direct and positive impacts on behavior intention. Otherwise, the results also proved that customer satisfaction play a mediator between psychological factors and behavior intention. The research is expected to contribute in the field of co-design by presenting explicit theoretical applications of psychological factors.
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