Academic literature on the topic 'Emotion design'

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Journal articles on the topic "Emotion design"

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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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Brito, Pedro Quelhas, Sandra Torres, and Jéssica Fernandes. "What kind of emotions do emoticons communicate?" Asia Pacific Journal of Marketing and Logistics 32, no. 7 (December 10, 2019): 1495–517. http://dx.doi.org/10.1108/apjml-03-2019-0136.

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Purpose The purpose of this paper is to study the nature and concept of emoticons/emojis. Instead of taking for granted that these user-generated formats are necessarily emotional, we empirically assessed in what extent are they and the specificity of each one. Drawing on congruent mood state, valence core and emotion appraisal theories we expected a compatible statistical association between positive/negative/neutral emotional valence expressions and emoticons of similar valence. The positive emoticons were consistently associated with positive valence posts. Added to that analysis, 21 emotional categories were identified in posts and correlated with eight emoticons. Design/methodology/approach Two studies were used to address this question. The first study defined emoticon concept and interpreted their meaning highlighting their communication goals and anticipated effects. The link between emojis and emoticons was also obtained. Some emoticons types present more ambiguity than others. In the second study, three years of real and private (Facebook) posts from 82 adolescents were content analyzed and coded. Findings Only the neutral emoticons always matched neutral emotional categories found in the written interaction. Although the emoticon valence and emotional category congruence pattern was the rule, we also detected a combination of different valence emoticons types and emotion categories valence expressions. Apparently the connection between emoticon and emotion are not so obviously straightforward as the literature used to assume. The created objects designed to communicate emotions (emoticons) have their specific corresponding logic with the emotional tone of the message. Originality/value Theoretically, we discussed the emotional content of emoticons/emojis. Although this king of signals have an Asian origin and later borrowed from the western countries, their ambiguity and differing specificity have never been analyzed.
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Lee, Mikyoung, and Keum-Seong Jang. "Nurses’ emotions, emotion regulation and emotional exhaustion." International Journal of Organizational Analysis 27, no. 5 (November 4, 2019): 1409–21. http://dx.doi.org/10.1108/ijoa-06-2018-1452.

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Purpose The purpose of this study is to investigate the relations between emotion regulation (reappraisal and suppression), discrete emotions and emotional exhaustion among nurses. Design/methodology/approach A cross-sectional design was used with 168 nurses in South Korea. Structural equation modeling and path analysis were conducted for analysis. Findings Reappraisal correlated positively with enjoyment and pride and negatively with anxiety, anger and frustration, whereas suppression correlated negatively with enjoyment and positively with anxiety and frustration. Moreover, reappraisal was negatively associated with emotional exhaustion, whereas suppression was positively associated with it. Enjoyment was negatively related to emotional exhaustion, and anger and frustration were positively related to it. Enjoyment and frustration mediated the relation between emotion regulation and emotional exhaustion. Findings demonstrate the potentially beneficial influences of reappraisal as well as harmful impacts of suppression in the nursing context. Research limitations/implications This paper expands research on nurses’ emotion management by applying Gross’s emotion regulation framework rather than Hochschild’s emotional labor framework. The mediating result suggests that not only nurses but also hospital administrators and nurse managers should pay attention to nurses’ emotional experiences to improve nurses’ well-being and ultimately better nursing practice. This research can provide the basis for developing practical interventions to efficiently regulate nurses’ emotions. Originality/value This is the first study exploring the mediating role of emotions in the link between nurses’ emotion regulation and emotional exhaustion. It contributes to interdisciplinary research by integrating perspectives from psychological emotion and emotion regulation research into the nursing field.
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Yen, Hui Yun, Po Hsien Lin, and Rungtai Lin. "Emotional Product Design and Perceived Brand Emotion." International Journal of Advances in Psychology 3, no. 2 (2014): 59. http://dx.doi.org/10.14355/ijap.2014.0302.05.

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Hekkert, Paul, and Deana Mcdonagh. "Design and Emotion." Design Journal 6, no. 2 (July 2003): 1–3. http://dx.doi.org/10.2752/146069203789355453.

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McDonagh, Deana, Howard Denton, and Jonathan Chapman. "Design and emotion." Journal of Engineering Design 20, no. 5 (October 2009): 433–35. http://dx.doi.org/10.1080/09544820902915300.

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Norman, Don. "Emotion & design." Interactions 9, no. 4 (July 2002): 36–42. http://dx.doi.org/10.1145/543434.543435.

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Neckel, Sighard. "Emotion by design." Berliner Journal für Soziologie 15, no. 3 (September 2005): 419–30. http://dx.doi.org/10.1007/s11609-005-0208-1.

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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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Quiroz, Juan Carlos, Elena Geangu, and Min Hooi Yong. "Emotion Recognition Using Smart Watch Sensor Data: Mixed-Design Study." JMIR Mental Health 5, no. 3 (August 8, 2018): e10153. http://dx.doi.org/10.2196/10153.

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Background Research in psychology has shown that the way a person walks reflects that person’s current mood (or emotional state). Recent studies have used mobile phones to detect emotional states from movement data. Objective The objective of our study was to investigate the use of movement sensor data from a smart watch to infer an individual’s emotional state. We present our findings of a user study with 50 participants. Methods The experimental design is a mixed-design study: within-subjects (emotions: happy, sad, and neutral) and between-subjects (stimulus type: audiovisual “movie clips” and audio “music clips”). Each participant experienced both emotions in a single stimulus type. All participants walked 250 m while wearing a smart watch on one wrist and a heart rate monitor strap on the chest. They also had to answer a short questionnaire (20 items; Positive Affect and Negative Affect Schedule, PANAS) before and after experiencing each emotion. The data obtained from the heart rate monitor served as supplementary information to our data. We performed time series analysis on data from the smart watch and a t test on questionnaire items to measure the change in emotional state. Heart rate data was analyzed using one-way analysis of variance. We extracted features from the time series using sliding windows and used features to train and validate classifiers that determined an individual’s emotion. Results Overall, 50 young adults participated in our study; of them, 49 were included for the affective PANAS questionnaire and 44 for the feature extraction and building of personal models. Participants reported feeling less negative affect after watching sad videos or after listening to sad music, P<.006. For the task of emotion recognition using classifiers, our results showed that personal models outperformed personal baselines and achieved median accuracies higher than 78% for all conditions of the design study for binary classification of happiness versus sadness. Conclusions Our findings show that we are able to detect changes in the emotional state as well as in behavioral responses with data obtained from the smartwatch. Together with high accuracies achieved across all users for classification of happy versus sad emotional states, this is further evidence for the hypothesis that movement sensor data can be used for emotion recognition.
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Dissertations / Theses on the topic "Emotion design"

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Piker, Gürer Seçkin Yavuz. "Evaluation Of Product Sound Design Within The Context Of Emotion Design And Emotional Branding/." [s.l.]: [s.n.], 2005. http://library.iyte.edu.tr/tezler/master/endustriurunleritasarimi/T000363.pdf.

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Risgaard-Nielsen, Ann-Maj. "EMOTIONS TO WEAR : An exploration in expressing the emotion hopelessness within a series of body objects." Thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-26586.

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In a series of body objects, this project aims to discover the specific emotion of hopelessness through the physical sensation of gravity. The project is investigating a femininity concept by exploring the emotions evoked when reading about the myth of Pandora and how she is used in academic reports such as Diseases of Women to argue upon discriminating arguments directed towards a female identity. The outcome of the workshops situate this project in a participatory driven field where somatic experiences make it possible to discuss sensitive topics such as hopelessness and gender equality. The outcome of the project is five sensorial body objects that suggest possibilities in designing wear to trigger emotions. It should be presented as a participatory installation in an exhibition.
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Gu, Junhua. "Emotional design of smart pantry for mid-age women." Thesis, Available online, Georgia Institute of Technology, 2006, 2006. http://etd.gatech.edu/theses/available/etd-07052006-120502/.

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Maicher, Kellen R. "Exploring the Relationships between Affective Character Design and Interactive Systems." The Ohio State University, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=osu1385477326.

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Aguilera, Alderete Paulina. "Food Stories: A Design Method for Understanding Meaning Through Identity, Emotion, and Experience." University of Cincinnati / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ucin153563433451446.

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Wu, Yutong. "SEME Design Methodology For Nostalgic Design." University of Cincinnati / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1530880404101115.

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Anniko, Malin, and Fielding Lisa Bodland. "Stressing emotions : A single subject design study testing an emotion-focused transdiagnostic treatment for stress-related ill health." Thesis, Örebro universitet, Akademin för juridik, psykologi och socialt arbete, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-20632.

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Abstract  Individual psychological factors have been recognized to play an important role in the development of stress-related symptomatology. Despite extensive comorbidity between stress-related ill health and mood disorders, the advances in research on emotion regulation and transdiagnostics, have not been recognized in stress research to any considerable degree. In the current study, using a single subject design with multiple baselines across individuals (n=6), a transdiagnostic treatment intervention targeting maladaptive emotional regulation strategies was implemented on patients suffering from stress-related symptomatology. Results show that symptoms of exhaustion decreased in five of six participants on post-measures, with considerable convergence between measures of depression, anxiety and stress. Further investigation of treatment effects, alongside the processes linking emotion regulation and stress-related symptomatology are needed.
Sammanfattning  Individuella psykologiska faktorer spelar en viktig roll i utvecklingen av stressrelaterade symtom. Trots en omfattande samsjuklighet mellan å ena sidan stressrelaterad ohälsa, å andra sidan depression och ångest, har framsteg inom emotionsforskning och transdiagnostik inte uppmärksammats i någon stor utsträckning inom stressforskningen. I den aktuella studien användes en single subject design med multipla baslinjer mellan individer (n=6), för att implementera en emotionsinriktad transdiagnostisk behandling på patienter som lider av stressrelaterade symtom. Resultaten visar att fem av sex deltagare visade minskade tecken på utmattning efter genomgången behandling, med avsevärd konvergens mellan mått på depression, ångest och stress. För att kunna påvisa behandlingseffekter, samt förklara de processer som förbinder emotionsreglering och stressrelaterade symtom, behövs ytterligare forskning på området.
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BIANCO, BIANCA DAL. "PARTICIPATORY DESIGN: REFLECTIONS ABOUT A PECULIAR WAY TO PROJECT UNDER THE DESIGN AND EMOTION VIEWPOINT." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2007. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=10346@1.

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COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
A presente dissertação aborda o Design em Parceria realizado pelo Laboratório de Investigação em Living Design - LILD/PUC- Rio sob a ótica do Design e Emoção, e tem como foco os sentimentos envolvidos na relação das pessoas com os objetos que as cercam e o entorno construído. A autora contrapõe o Design em Parceria - que se caracteriza pelo envolvimento ativo do usuário em praticamente todas as etapas do processo projetual - à idéia de que o design resulte do trabalho de um gênio solitário, que não precisa conhecer a realidade e as demandas dos usuários para quem projeta. A dissertação apresenta o pensamento de pesquisadores que apontam para a importância de o usuário ser parceiro do designer ao longo do desenvolvimento de produtos, e, também, para o papel social e ético do design. É promovido um encontro teórico entre os autores e o Professor José Luiz Mendes Ripper, coordenador do LILD, para quem o designer deve preparar o mundo para todos. Este encontro se dá em torno de aspectos da prática do Design em Parceria observados durante o trabalho de campo junto ao LILD, por meio da observação participante. Após apresentar exemplos de projetos desenvolvidos pelo LILD em parceria com usuários, a autora traz algumas reflexões e identifica o importante sentimento de co-autoria presente na prática do Design em Parceria.
The present dissertation deals with Participatory Design carried out by the Investigation Laboratory in Living Design - LILD/ PUC-Rio under the Design and Emotion view-point, in which the focus is the feelings people have about the objects that surround them and the built environment. The author contrasts Participatory Design - characterized by the user´s active involvement in almost all stages of the planning process - against the idea that the design should be a result of the work of a solitary genius, who does not need to know the user´s reality and desires. The dissertation presents some researchers´ thoughts that assert that the user has to be the designers´s partner throughout the entire product design process and that the design has to play a social and ethical role. The dissertation promotes the theoretical meeting between the authors and Professor José Luiz Mendes Ripper, LILD coordinator, to whom the designer has to prepare the world to all. This meeting occurs around aspects of Participatory Design practice observed throughout the LILD work field, under the author participant observation. After presenting examples of objects developed by LILD in partnership with users, the author brings out some reflections and identifies the important feeling of coauthorship present in the practice of Participatory Design.
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Amantini, Susy Nazare Silva Ribeiro. "Desenvolvimento da maca infantil multifuncional para atendimento odonto-médico-hospitalar de bebês e pré-escolares." Universidade de São Paulo, 2014. http://www.teses.usp.br/teses/disponiveis/25/25145/tde-08092014-100422/.

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O público infantil, na faixa etária de 0 - 5 anos, ainda é pouco assistido no que se refere aos recursos de acomodação para atendimento odontopediátrico. No mercado brasileiro o que se encontra disponível para esta finalidade, são produtos pouco funcionais para as crianças de zero a trinta e seis meses e que não atendem às exigências mínimas de adequação ergonômica, seja para o bom desempenho dos profissionais, ou para conforto, segurança e bem estar à criança. Este relatório de tese apresenta a pesquisa e desenvolvimento da maca infantil para atendimento odontopediátrico, sob a ótica do design aplicado à saúde, cujas bases se estruturaram nos conceitos de ergonomia, usabilidade e emotion design, com o objetivo de propor um equipamento adequado às características psicofísicas do público usuário. A pesquisa se desenvolveu sob duas vertentes de usuários pacientes e profissionais, observando os impactos psicofísicos, nesses dois públicos, da relação interface X usuário. Esta pesquisa ofereceu as prerrogativas para especificar os requisitos de projeto do design da maca, observando as necessidades evidenciadas para identificar as funções que a nova maca deverá desempenhar. O resultado apresentado exibe uma estrutura morfológica semelhante a da cadeira odontológica para adultos, porém seu dimensionamento é correspondente e apropriado ao público infantil de 0 - 5 anos. A proposta final foi incrementada com acessórios, cujas funções são de ajustar a posição da criança na da maca, oferecer os apoios necessários para acomodação confortável do pescoço e dos membros inferiores, além de proporcionar uma contenção confortável de movimentos bruscos do tronco, membros inferiores e cabeça, a fim de garantir a segurança da criança durante o seu atendimento. As cores empregadas têm objetivo lúdico e de adequação psicodinâmica ao contexto de uso da maca, para favorecer o comportamento colaborativo da criança durante o atendimento, além de contribuir para o desempenho do profissional. Para que o profissional possa trabalhar de forma segura e confortável, a maca apresenta ajuste de altura acionado por pedal, além de recursos de redução e ampliação da maca, para possibilitar e facilitar a aproximação do paciente e a satisfatória visualização da cavidade bucal da criança.
Children in the age group from 0-5 years are still poorly assisted in what concerns suitable accommodation resources for pediatric dental care. The products available to this audience in the Brazilian market are little functional to the age group of 0-36 months. These products fail to meet minimum requirements for ergonomic adjustment in what concerns the professional performance or the childs welfare and safety. This research presents research and development of a stretcher for pediatric dental care, under the viewpoint of healthcare design. This kind of design is based upon ergonomics concepts, usability and emotion design. The aim is to present an equipment suitable to the psychophysics features of the target audience. The present research was developed considering both the professional and the patient approach. Psychophysics impact of interface versus user on both audiences were observed. It also propounds the prerogatives to establish the project requirements for the stretcher design, observing the identified needs in order to identify the functions this new stretcher should perform. The result exhibits a morphological structure similar to the adult targeted stretcher but its dimensioning is suitable and adequate to the age group of 0-5 years old. The final proposal was incremented with accessories whose functions are to adjust childs position in the stretcher, and to offer the necessary rests for neck and legs comfortable accommodation and, finally, to provide a comfortable contention of abrupt movements of the trunk, legs and head, in order to ensure the childs safety during its attendance. Colors were employed with a ludic and psychodynamics purpose, considering its application context and to favor a collaborative behavior of the child. In order to provide a safe and comfortable performance of the professional, the stretcher offers a pedal operated height adjustment and resources for its diminution and expansion therefore making it easier to approach the patient and to have a better sight on the childs buccal cavity.
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Jerčić, Petar. "Design and Evaluation of Affective Serious Games for Emotion Regulation Training." Doctoral thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-10478.

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Emotions are thought to be one of the key factors that critically influences human decision-making. Emotion regulation can help to mitigate emotion related decision biases and eventually lead to a better decision performance. Serious games emerged as a new angle introducing technological methods to learning emotion regulation, where meaningful biofeedback information communicates player's emotional state. Games are a series of interesting choices, where design of those choices could support an educational platform to learning emotion regulation. Such design could benefit digital serious games as those choices could be informed though player's physiology about emotional states in real time. This thesis explores design and evaluation methods for creating serious games where emotion regulation can be learned and practiced. Design of a digital serious game using physiological measures of emotions was investigated and evaluated. Furthermore, it investigates emotions and the effect of emotion regulation on decision performance in digital serious games. The scope of this thesis was limited to digital serious games for emotion regulation training using psychophysiological methods to communicate player's affective information. Using the psychophysiological methods in design and evaluation of digital serious games, emotions and their underlying neural mechanism have been explored. Effects of emotion regulation have been investigated where decision performance has been measured and analyzed. The proposed metrics for designing and evaluating such affective serious games have been extensively evaluated. The research methods used in this thesis were based on both quantitative and qualitative aspects, with true experiment and evaluation research, respectively. Digital serious games approach to emotion regulation was investigated, player's physiology of emotions informs design of interactions where regulation of those emotions could be practiced. The results suggested that two different emotion regulation strategies, suppression and cognitive reappraisal, are optimal for different decision tasks contexts. With careful design methods, valid serious games for training those different strategies could be produced. Moreover, using psychophysiological methods, underlying emotion neural mechanism could be mapped. This could inform a digital serious game about an optimal level of arousal for a certain task, as evidence suggests that arousal is equally or more important than valence for decision-making. The results suggest that it is possible to design and develop digital serious game applications that provide helpful learning environment where decision makers could practice emotion regulation and subsequently improve their decision-making. If we assume that physiological arousal is more important than physiological valence for learning purposes, results show that digital serious games designed in this thesis elicit high physiological arousal, suitable for use as an educational platform.
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Books on the topic "Emotion design"

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Edie, Adams, ed. Design for emotion. Boston: Morgan Kaufmann, 2012.

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Carugati, Decio G. R. Brionvega: Designing emotion. Milan: Electa, 2003.

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Deana, McDonagh, ed. Design and emotion: The experience of everyday things. London: Taylor & Francis, 2004.

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Adalbert, Locher, ed. Nomadic architecture: Human practicality serves human emotion : exhibition design. Baden, Switzerland: Lars Müller, 1998.

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Emotion-oriented systems. London: ISTE, 2012.

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Read, Timothy Martin. The use of systemic design to analyse Gray's theory of emotion. Birmingham: University of Birmingham, 1995.

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On the way to fun: An emotion-based approach to successful game design. Natick, Mass: A K Peters, 2010.

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Dillon, Roberto. On the way to fun: An emotion-based approach to successful game design. Natick, Mass: A K Peters, 2010.

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Creating emotion in games: The craft and art of emotioneering. Indianapolis, IN: New Riders Pub., 2004.

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Nath, Shachindra. Emotion based narratives: a new approach in creating story experiences in immersive virtual environments: M.A. Communication Design Thesis 2001. London: Central Saint Martins College of Art & Design, 2001.

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Book chapters on the topic "Emotion design"

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Riley, Scott. "Emotion Mapping." In Mindful Design, 261–84. Berkeley, CA: Apress, 2018. http://dx.doi.org/10.1007/978-1-4842-4234-6_8.

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Visch, Valentijn. "Animated emotion." In Design and Emotion, 195–99. CRC Press, 2003. http://dx.doi.org/10.1201/9780203608173-c36.

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Desmet, Pieter M. A., Steven F. Fokkinga, Deger Ozkaramanli, and JungKyoon Yoon. "Emotion-Driven Product Design." In Emotion Measurement, 405–26. Elsevier, 2016. http://dx.doi.org/10.1016/b978-0-08-100508-8.00016-3.

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Desmet, Pieter M. A., Steven F. Fokkinga, Deger Ozkaramanli, and JungKyoon Yoon. "Emotion-driven product design." In Emotion Measurement, 645–70. Elsevier, 2021. http://dx.doi.org/10.1016/b978-0-12-821124-3.00020-x.

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"Design And Emotion." In Design and Emotion, 365. CRC Press, 2003. http://dx.doi.org/10.1201/9780203608173-p11.

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"Emotion In Design." In Design and Emotion, 407. CRC Press, 2003. http://dx.doi.org/10.1201/9780203608173-p12.

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Chapman, Jonathan. "Design, emotion, sustainability." In Companion to Environmental Studies, 325–28. Routledge, 2018. http://dx.doi.org/10.4324/9781315640051-65.

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Landim, Paula da Cruz. "Design and Emotion." In Advances in Media, Entertainment, and the Arts, 119–36. IGI Global, 2017. http://dx.doi.org/10.4018/978-1-5225-0510-5.ch008.

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This chapter has the purpose to contribute to the scientific organization and assist in the process of building a theory related to the interrelation of design and emotion. It is intended that the issues addressed here raise discussions and lead to deepening these relations. In this sense this text presents aspects and situations surrounding the design in contemporaneity from, the cultural and economic relations, the meanings of the object and design of products in material culture, the aspects of industrialization and globalization, the senses of excitement and consumption and through the establishment of discourses concerning the design and the role of designers in contemporary.
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"Experience Driven Design." In Design and Emotion, 25. CRC Press, 2003. http://dx.doi.org/10.1201/9780203608173-p2.

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van Gorp, Trevor, and Edie Adams. "What is Emotion?" In Design for Emotion, 19–50. Elsevier, 2012. http://dx.doi.org/10.1016/b978-0-12-386531-1.00002-8.

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Conference papers on the topic "Emotion design"

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Esau, Natascha, Lisa Kleinjohann, and Bernd Kleinjohann. "Emotional Competence in Human-Robot Communication." In ASME 2008 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2008. http://dx.doi.org/10.1115/detc2008-49409.

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Since emotional competence is an important factor in human communication, it will certainly also improve communication between humans and robots or other machines. Emotional competence is defined by the aspects emotion recognition, emotion representation, emotion regulation and emotional behavior. In this paper we present how these aspects are intergrated into the architecture of the robot head MEXI. MEXI is able to recognize emotions from facial expressions and prosody of natural speech and represents its internal state made up of emotions and drives by according facial expressions, head movements and speech utterances. For its emotions and drives internal and external regulation mechanisms are realized. Furthermore, this internal state and its perceptions, including the emotions recognized at its human counterpart, are used by MEXI to control its actions. Thereby MEXI can react adequately in an emotional communication.
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Ito, Teruaki. "Implicit Emotional Message Representation With 1/F-Fluctuation for Ambient Interface Application." 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/detc2013-12807.

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For remote communication, it is very hard to convey emotional message, or atmosphere of conversation to the opponent people who are located in a geographically difference place. For Email messages, emoticon, or face mark symbols are often used to express emotion, which works well to show emotion in an explicit way. Even though, the opponent face is show on the screen in remote video communication, emotional expression over the network is not similar to face-to-face meeting. In a face-to-face meeting, atmosphere of the conversation is shared in an implicit manner as opposed to the explicit explanation using words, sign, or pictures. This research proposes an idea of implicit representation of emotional messages using light illumination [Lin, T.I. 2004; Vandewalle, G. 2010] with 1/f-fluctuation. It is reported that the 1/f-fluctuation makes a relaxed mental state. Therefore, ambient lighting with 1/f-fluctuation could provide a comfortable (and/or uncomfortable) atmosphere. In addition to this, this study aims to present emotional message in the illumination. In order to do so, four different types of 1/f-fluctuation pattern were created to represent four different types of typical human emotion, including joy, anger, pathos, and humor. The paper explains how the idea was implemented, using light illumination of four types of emotion based on the user experiments. According to some feasibility experiments, these four types of illumination were recognized to express each type of emotion. Applying emotional message representation with 1/f-fluctuation in the illumination of video conference speaker, implicit emotional message was presented during the conversation. Then the paper discusses the feasibility of the idea for ambient human interface.
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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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Zhou, Jinxuan (Janice), Vrushank Phadnis, and Alison Olechowski. "Analysis of Designer Emotions in Collaborative and Traditional Computer-Aided Design." In ASME 2019 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2019. http://dx.doi.org/10.1115/detc2019-98516.

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Abstract Technology is transforming the way engineering designers work and interact with others; Synchronous collaborative computer-aided design (CAD) tools allow designers to manipulate the same model at the same time. We present a new method using automated facial emotion detection software and cursor tracking to map designer emotions and corresponding designer activities in synchronous collaborative CAD. We present findings from a dataset of 9 participants that were assigned to two distinct working styles in the same synchronous CAD environment: single participants working by themselves and paired participants working together. In general, our results show that designers working in the paired workflow exhibited more emotion compared to designers who worked alone. A frequency analysis was performed by linking occurrences of each emotional response to their antecedent activities, revealing that user emotions were predictable to some degree by specific antecedent activities of CAD work. We concluded that activities happening in the graphics area were the most frequent antecedent events of emotions for single-users, while for paired participants, activities in the chat section and feature menu were the most frequent antecedent events for joy and fear, respectively. Finally, logistic regression was applied for each combination of event and emotion for each participant in order to further investigate the relationships between the user activities and emotions, and meta-regression was used to aggregate the regression results for the two different working styles. In particular, for single-users, activities in the model tree were found to be positively correlated to joy and negatively correlated to disgust, and navigating the feature menu increased the likelihood of contempt. For participants in pairs, communicating with CAD partner and receiving communications from partner was associated with joy, navigating the feature menu was associated with sadness, anger and disgust were associated with partner’s action in the model tree, and contempt corresponded to the designer’s own activities in the model tree area. The approach and conclusions presented in this paper allow us to better understand designer emotions in fully synchronous CAD, which leads to insight related to designer satisfaction, creativity, performance and other outcomes valued by engineering designers in a virtual collaborative environment.
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Achiche, Sofiane, and Saeema Ahmed. "Mapping Shape Geometry and Emotions Using Fuzzy Logic." In ASME 2008 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2008. http://dx.doi.org/10.1115/detc2008-49290.

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An important aspect of artifact/product design is defining the aesthetic and emotional value. The success of a product is not only dependent on it’s functionality but also on the emotional value that it creates to its user. However, if several designers are faced with a task to create an object that would evoke a certain emotion (aggressive, soft, heavy, friendly, etc.) each would most likely interpret the emotion with a different set of geometric features and shapes. In this paper the authors propose an approach to formalize the relationship between geometric information of a 3D object and the intended emotion using fuzzy logic. To achieve this; 3D objects (shapes) created by design engineering students to match a set of words/emotions were analyzed. The authors identified geometric information as inputs of the fuzzy model and developed a set of fuzzy if/then rules to map the relationships between the fuzzy sets on each input premise and the output premise. In our case the output premise of the fuzzy logic model is the level of belonging to the design context (emotion). An evaluation of how users perceived the shapes was conducted to validate the fuzzy logic model and showed a high correlation between the fuzzy logic model and user perception.
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Esau, Natascha, Lisa Kleinjohann, Bernd Kleinjohann, and Evgenija Wetzel. "A Fuzzy Emotion Model and Its Application in Facial Expression Recognition." In ASME 2007 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2007. http://dx.doi.org/10.1115/detc2007-35206.

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This paper presents a fuzzy emotion model and its use by a fuzzy emotion recognition system that allows to analyze facial expressions in video sequences. In order to process images in real-time a tracking mechanism is used for face localization. The fuzzy classification itself works on single images. It analyzes the deformation of a face using a size-invariant, feature based representation by a set of typical angles. Automatic adaptation to the characteristics of individual human faces is achieved by a short training phase that can be done before the emotion recognition starts. In contrast to most existing approaches, also blended emotions with varying intensities as proposed by many psychologists can be recognized and represented by the fuzzy emotion model. This model is generally applicable also for other emotion recognition solutions.
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Milanova, Veselina, Thomas Mandl, and Ralph Kölle. "Design for emotion." In the 14th international conference. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2371664.2371677.

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Lockner, Damien, Nathalie Bonnardel, Carole Bouchard, and Vincent Rieuf. "Emotion and interface design." In the 2014 Ergonomie et Informatique Avancée Conference - Design, Ergonomie et IHM: quelle articulation pour la co-conception de l'interaction. New York, New York, USA: ACM Press, 2014. http://dx.doi.org/10.1145/2671470.2671475.

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Folkers, Gerd, Amrei Wittwer, Carlos Granja, Claude Leroy, and Ivan Stekl. "Drug Design and Emotion." In Nuclear Physics Medthods and Accelerators in Biology and Medicine. AIP, 2007. http://dx.doi.org/10.1063/1.2825830.

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Chamberlain, Alan, Mads Bodker, Maria Kallionpää, Richard Ramchurn, David De Roure, Steve Benford, and Alan Dix. "The Design of Future Music Technologies." In AM'18: Sound in Immersion and Emotion. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3243274.3243314.

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Reports on the topic "Emotion design"

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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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Sowa, Patience, Rachel Jordan, Wendi Ralaingita, and Benjamin Piper. Higher Grounds: Practical Guidelines for Forging Learning Pathways in Upper Primary Education. RTI Press, May 2021. http://dx.doi.org/10.3768/rtipress.2021.op.0069.2105.

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To address chronically low primary school completion rates and the disconnect between learners’ skills at the end of primary school and the skills learners need to thrive in secondary school identified in many low- and middle-income countries, more investment is needed to improve the quality of teaching and learning in upper primary grades. Accordingly, we provide guidelines for improving five components of upper primary education: (1) In-service teacher professional development and pre-service preparation to improve and enhance teacher quality; (2) a focus on mathematics, literacy, and core content-area subjects; (3) assessment for learning; (4) high-quality teaching and learning materials; and (5) positive school climates. We provide foundational guiding principles and recommendations for intervention design and implementation for each component. Additionally, we discuss and propose how to structure and design pre-service teacher preparation and in-service teacher training and ongoing support, fortified by materials design and assessment, to help teachers determine where learners are in developmental progressions, move learners towards mastery, and differentiate and support learners who have fallen behind. We provide additional suggestions for integrating a whole-school climate curriculum, social-emotional learning, and school-related gender-based violence prevention strategies to address the internal and societal changes learners often face as they enter upper primary.
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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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Fernandez, Katya, Marian Ruderman, and Cathleen Clerkin. Building Leadership resilience: The CORE Framework. Center for Creative Leadership, 2020. http://dx.doi.org/10.35613/ccl.2020.2043.

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Effectively building resilience in today’s increasingly uncertain and complex world is crucial, especially for those in leadership positions. The current paper offers the following insights for leaders interested in building resilience: • A brief overview of what we know about resilience and burnout. This overview is informed by decades of research in leadership development. • A new, integrated framework for cultivating resilience in leaders: The CORE (Comprehensive Resilience) Framework. This framework is focused on four areas (physical, mental, emotional, and social) and takes a whole-self approach to resilience by developing a diverse set of responses to change and disruption. • A review of the eight practices designed to help build resilience within the CORE framework: sleep, physical activity, mindfulness, cognitive reappraisal, savoring, gratitude, social connection, and social contact. These practices were selected because there is empirical evidence of their effectiveness specifically in leaders and because they are simple, both in nature and in how they can integrated into daily life. Each practice review also includes tips for how to incorporate these practices into daily life. • A discussion of the practical and future applications of the CORE framework.
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