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.
Full textRisgaard-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.
Full textGu, 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/.
Full textMaicher, 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.
Full textAguilera, 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.
Full textWu, Yutong. "SEME Design Methodology For Nostalgic Design." University of Cincinnati / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1530880404101115.
Full textAnniko, 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.
Full textSammanfattning 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.
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.
Full textA 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.
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/.
Full textChildren 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.
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.
Full textJerčić, Petar. "Design and Evaluation of Affective Serious Games for Emotion Regulation Training." Licentiate thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-00567.
Full textEly, 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.
Full textColors 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.
Jones, Neena White. "Simulated Clinical Experience: An Investigation of Emotion Understanding and Management." ScholarWorks, 2019. https://scholarworks.waldenu.edu/dissertations/7481.
Full textGaspar, Ana Paula de Jesus Lopes. "A provocação dos sentidos no cartaz de divulgação da arte contemporânea em Portugal 1989 - 2009." Doctoral thesis, Universidade de Lisboa, Faculdade de Arquitetura, 2012. http://hdl.handle.net/10400.5/17715.
Full textA provocação dos sentidos no cartaz de divulgação da arte contemporânea em Portugal 1989-2009, foi a designação atribuída ao presente trabalho de investigação. A partir do título, apresentamos o objecto seleccionado no âmbito deste estudo. Assim, partimos da selecção de quarenta cartazes que integram actualmente um espólio, nas colecções salvaguardadas, dos arquivos gráficos e documentais nas duas instituições eleitas, a Fundação de Serralves, na cidade do Porto, e a Fundação da Culturgest, na cidade de Lisboa, instituições que têm a missão de divulgar a arte contemporânea e têm ainda uma responsabilidade na estética produzida e projectada para a sociedade portuguesa e contemporânea. Deste modo, após a selecção dos objectos de estudo, procedemos ao levantamento dos pontos que foram considerados como problemáticos nesta abordagem. Para o seguimento da proposta, foram observados as seguintes questões: os objectos eleitos não foram ainda alvo de investigação para o período cronológico em causa, a sua missão foi cumprida, no entanto, qual o impacto deste tipo de objecto, e qual a importância da salvaguarda do cartaz, enquanto objecto de colecção e de arte, porquê que não se encontram inventariados e apenas preservados, porque não têm inscrição do autor ou designer, estes objectos obedeceram a uma estética, a um contexto histórico, foram produzidos em Portugal. Outra questão, o designer a instituição juntam-se para divulgar o artista, ou apenas o nome do artista é estrutural no layout do cartaz. Assim, procedemos à definição de um campo de investigação, o conceito emergente de design emocional, e a partir deste criámos uma metodologia de investigação de modo a atingir os objectivos que nos propusemos, ou seja investigar o impacto deste tipo de objecto no receptor, quais os mecanismos que despertam no indivíduo uma reacção emocional e abordar as áreas do cérebro que foram provocadas por estímulos sensoriais e quais os sentidos estimulados. No que diz respeito à metodologia de investigação foi adoptada uma metodologia não intervencionista de base qualitativa, suportada por dois estudos de caso e validação de resultados por meio de grupos de foco. Foi neste âmbito desenhada uma ferramenta de trabalho de modo a recolher os dados necessários ao estudo, bem como entrevistas a profissionais e análise dos resultados observados. Após a análise dos resultados, concluímos, que se tratam de objectos estruturantes ao nível da imagem projectada, sobretudo no impacto que adquirem na provocação de reacções sensitivas no receptor, bem como numa estética contemporânea.
ABSTRACT: The provocation of the senses on the poster for the dissemination of contemporary art in Portugal 1989 - 2009, was the name given to this research. From the title, we present the object selected for this study. Thus, from a selection of forty posters currently forming a collection, safeguarded in the collections, archives and documentary charts the two elected institutions, the Serralves Foundation, the city of Oporto, and the Foundation of Culturgest the city of Lisbon institutions that have the mission to promote contemporary art and also have a responsibility in the aesthetic produced and designed for the contemporary Portuguese society. Thus, after the selection of study objects, a mapping of points that were considered problematic in this approach. To follow the proposal was observed the following questions: objects has not yet been chosen subject to investigation for the chronological period in question, their mission was accomplished, however, the impact of this type of object, and the importance of safeguarding the poster, as an object of art collection and, why they are not inventoried and preserved only because they have no registration of the author or designer, these objects obeyed an aesthetic, historical context, were produced in Portugal. Another question, the designer join the institution to promote the artist, or just the name of the artist is the structural layout of the poster. Thus, we proceed to the definition of a field of research, the emerging concept of emotional design, and from this we have created a research methodology to achieve the objectives we set ourselves, that is to investigate the impact of this type of object in the receiver, the mechanisms that awaken an emotional response in the individual and address the areas of the brain that were triggered by sensory stimuli and which stimulated the senses. Regarding the research methodology adopted was a non-interventionist approach to qualitative basis, supported by two case studies and validation of results through focus groups. In this context has been an working tool designed in order to collect the necessary data to the study, as well as interviews with professionals and analysis of the results observed. After analyzing the results, we conclude that these are structural objects in terms of the projected image, especially the impact that they acquire in provoking reactions in sensitive receiver, and a contemporary aesthetic.
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Hilborn, Olle. "A Serious Game for Training in Emotion Regulation : From Design to Evaluation." Licentiate thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-00607.
Full textModh, John. "Understanding Multiple Sclerosis symptoms and feelings : Designing a bridge of understanding between those with M.S. and those without." Thesis, Linnéuniversitetet, Institutionen för design (DE), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-74621.
Full textTafreshi, Shabnam. "Cross-Genre, Cross-Lingual, and Low-Resource Emotion Classification." Thesis, The George Washington University, 2021. http://pqdtopen.proquest.com/#viewpdf?dispub=28088437.
Full textCosta, Paulo Carlos da Rocha. "O design de costumização das cadeiras de rodas." Doctoral thesis, Faculdade de Arquitectura de Lisboa, 2012. http://hdl.handle.net/10400.5/5643.
Full textShah, Drishti Rajesh. "LOST FRAGMENTS A Therapy Center to cope with grief in Richmond, Virginia." Thesis, Virginia Tech, 2019. http://hdl.handle.net/10919/90773.
Full textMaster of Architecture
Kim, Ji Sun. "A study of passengers' anxiety on the London Underground to help design its information environment." Thesis, Brunel University, 2017. http://bura.brunel.ac.uk/handle/2438/16008.
Full textObeidi, Amer. "Emotion, Perception and Strategy in Conflict Analysis and Resolution." Thesis, University of Waterloo, 2006. http://hdl.handle.net/10012/2828.
Full textCurrent research in neuroscience suggests that emotions are a necessary component of cognitive processes such as memory, attention, and reasoning. The somatic marker hypothesis, for example, holds that feelings are necessary to reasoning, especially during social interactions (Damasio, 1994, 2003). Somatic markers are memories of past emotions: we use them to predict future outcomes. To incorporate the effect of emotion in conflict, the underlying principle of Damasio?s hypothesis is used in developing the possibility principle, which significantly expands the paradigm of the Graph Model for Conflict Resolution of Fang, Hipel, and Kilgour (1993).
State identification is a crucial step in determining future scenarios for DMs. The possibility principle is integrated into the modeling stage of the Graph Model by refining the method of determining feasible states. The possibility principle enables analysts and DMs to include emotion in a conflict model, without sacrificing the parsimonious design of the Graph Model methodology, by focusing attention on two subsets of the set of feasible states: hidden and potential states. Hidden states are logically valid, feasible states that are invisible because of the presence of negative emotions such as anger and fear; potential states are logically valid, feasible states that are invisible because of missing positive emotions. Dissipating negative emotions will make the hidden states visible, while expressing the appropriate positive emotions will make the potential states visible. The possibility principle has been applied to a number of real world conflicts. In all cases, eliminating logically valid states not envisioned by any DM simplifies a conflict model substantially, expedites the analysis, and makes it an intuitive and a realistic description of the DMs' conceptualizations of the conflict.
A fundamental principle of the Graph Model methodology is that all DMs' directed graphs must have the same set of feasible states, which are integrated into a standard graph model. The possibility principle may modify the set of feasible states perceived by each DM according to his or her emotion, making it impossible to construct a single standard graph model. When logically valid states are no longer achievable for one or more DMs due to emotions, the apprehension of conflict becomes inconsistent, and resolution may become difficult to predict. Therefore, reconciling emotion and strategy requires that different apprehensions of the underlying decision problem be permitted, which can be accomplished using a perceptual graph model for each DM. A perceptual graph model inherits its primitive ingredients from a standard graph model, but reflects a DM's emotion and perception with no assumption of complete knowledge of other DMs' perceptions.
Each DM's perceptual graph model constitutes a complete standard graph model. Hence, conclusions drawn from a perceptual graph model provide a limited view of equilibria and predicted resolutions. A graph model system, which consists of a list of DMs' perceptual graph models, is defined to reconcile perceptions while facilitating conclusions that reflect each DM's viewpoint. However, since a DM may or may not be aware that other graph models differ from his or her own, different variants of graph model systems are required to describe conflicts. Each variant of graph model system corresponds to a configuration of awareness, which is a set of ordered combinations of DMs' viewpoints.
Perceptual stability analysis is a new procedure that applies to graph model systems. Its objective is to help an outside analyst predict possible resolutions, and gauge the robustness and sustainability of these predictions. Perceptual stability analysis takes a two-phase approach. In Phase 1, the stability of each state in each perceptual graph model is assessed from the point of view of the owner of the model, for each DM in the model, using standard or perceptual solution concepts, depending on the owner's awareness of others' perceptions. (In this research, only perceptual solution concepts for the 2-decision maker case are developed. ) In Phase 2, meta-stability analysis is employed to consolidate the stability assessments of a state in all perceptual graph models and across all variants of awareness. Distinctive modes of equilibria are defined, which reflect incompatibilities in DMs' perceptions and viewpoints but nonetheless provide important insights into possible resolutions of conflict.
The possibility principle and perceptual stability analysis are integrative techniques that can be used as a basis for empathetically studying the interaction of emotion and reasoning in the context of strategic conflict. In general, these new techniques expand current modeling and analysis capabilities, thereby facilitating realistic, descriptive models without exacting too great a cost in modeling complexity. In particular, these two theoretical advances enhance the applicability of the Graph Model for Conflict Resolution to real-world disputes by integrating emotion and perception, common ingredients in almost all conflicts.
To demonstrate that the new developments are practical, two illustrative applications to real-world conflicts are presented: the US-North Korea conflict and the confrontation between Russia and Chechen Rebels. In both cases, the analysis yields new strategic insights and improved advice.
Patrício, Ana Filipa Cruz de Melo. "O género e as emoções face aos electrodomésticos de cozinha." Master's thesis, Universidade Técnica de Lisboa. Faculdade de Arquitectura, 2010. http://hdl.handle.net/10400.5/2792.
Full textO presente trabalho enquadra-se na área do design emocional e pretende verificar a prevalência de diferenças emocionais entre os géneros face aos electrodomésticos de cozinha. Do mesmo modo é nosso objectivo averiguar se os electrodomésticos estão aptos a suscitar emoções positivas tanto nos homens quanto nas mulheres. Este estudo é de carácter exploratório e foi utilizada uma metodologia quantitativa tendo-se recor¬rido á técnica do inquérito por questionário através da internet que decorreu no contexto específico da Faculdade de Arquitectura da Universidade Técnica de Lisboa. A amostra aleatória simples é constituída por 87 indivíduos do sexo feminino e 46 do sexo mascu¬lino num total de 113 casos ou seja 6,2% do universo em estudo, de entre alunos de todos os cursos ministrados na Faculdade, professores e funcionários. Nos resultados apurados para as diferenças emocionais entre os géneros face aos electrodomésticos constata-se a existência de particularidades sendo que no geral não se verificaram fortes assimetrias. Relativamente à valência emocional de ambos os sexos, destacam-se a Máquina de Secar Roupa Conceptual e o Frigorífico Eletrolux com maior índice emocional. Todos os electrodomésticos despertaram emoções positivas tanto nos ho¬mens quanto nas mulheres. Porém a fritadeira Delonghi e o Microondas LG apresentam ausência de emoção positiva e negativa muito elevada (acima dos 50%) e fraca existência de emoção positiva nos restantes níveis. No que toca às diferenças emocionais entre os géneros em específico, os testes estatísticos apontam divergências significativas nas médias de emoção positiva relativas ao Microon¬das LG sendo que os homens apresentam média global superior. Relativamente aos electrodomés¬ticos definidos como femininos ou masculinos, verifica-se a prevalência de diferenças nas médias de emoção positiva em relação ao Frigorífico Smeg. Ao nível das características valorizadas pelos inquiridos, à parte algumas peculiaridades constata-se mais homogeneidade do que diferença.
This work is fit in the area of emotional design and intends to verify the prevalence of emotional differences between genders due to kitchen appliances. In a similar way it is our aim to verify if the appliances are able to elicit positive emotions in both men and women. This study is exploratory in its nature. It was used a quantitative methodology having recourse to the technique of the inquiry for questionnaire (survey) through the Internet and took place in the specific context of the School of Architecture at the Technical University of Lisbon. The random sample consists of 87 female individuals and 46 male with a total of 113 cases or 6.2% of the universe under study, among students of all courses currently taught at the university, fac¬ulty and staff. In the results reported for the emotional differences between the sexes in relation to electrical kitchen appliances, it is evidenced the existence of specificities being that, in general: there were no strong asymmetries. For the emotional valence of both genders, are distinguished the Dryer Machine and the Conceptual Refrigerator Electrolux as having bigger emotional index. All appliances aroused positive emotions in both men and women. However the absence of posi¬tive and negative emotion for Fryer Delonghi and the Microwave LG was very high (above 50%) and there was poor existence of positive emotion in the other levels. As regards the emotional differences between the sexes, in particular statistical tests, show significant differences in mean positive emotion on the LG Microwave where men had higher overall mean. For appliances set to male or female, there is a prevalence of differences in mean positive emotion related to the Smeg Fridge. In terms of the characteristics valued for the inquired ones, apart from some peculiarities there is more homogeneity verified than difference.
Xin, Chen. "Communicating Emotion Management: Improving Mental Health Self-care for Chinese Emerging Adults." University of Cincinnati / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1595499387373559.
Full textStreck, Melissa. "Análise da influência dos personagens sobre a experiência de games narrativos : um estudo de caso de vínculos emocionais com o jogo portal." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2014. http://hdl.handle.net/10183/115301.
Full textThe research presented in this dissertation has its object the characters in games. The goal was to understand the influence of the characters on the emotions of the game experience, taking into account issues relating to carracterização, performance and the role of teachers in the thread of the narrative. For this, an analysis of the narrative structure of the game Portal (Valve Co., 2007) and a qualitative empirical study of the emotional bonds of the players during the game experience was performed. Besides its great success and popularity, this game was chosen because of the importance of the NPC, whose manifestations construct the narrative. The survey found consistency between theories about characters’development, as well as on narrative and emotion, and the experience of players. Furthermore, it was found that the emotional bonds of the players who participated in the study differed in times of high and low tensions and converged in the passages of intermediate twnsions. The visualization of the narrative structure of the game Portal and its comparison with the markings made by players in several passages of the game contribute to a better understanding of the relationship between the variation of emotional bonds and the moments of the narrative, highlighting the relationship between the player and the NPCs.
Marson, Elissandra. "Vitrina, design e emoção : uma investigação sobre a percepção visual feminina /." Bauru : [s.n.], 2011. http://hdl.handle.net/11449/96268.
Full textBanca: Monica Cristina de Moura
Banca: Miriam Mirna Korolkovas
Resumo: No cenário atual, muitas estratégias são usadas para atrair o consumidor, que deixou de suprir apenas, as necessidades consideradas naturais para satisfazer desejos e necessidades correspondentes a expectativas sociais. Diante desse consumidor ávido por novidades, o comércio estimula seu ímpeto para o consumo, fazendo uso da comunicação para atingir seus objetivos. Uma das mídias utilizadas, a vitrina, é o objeto deste estudo, aqui apresentada como uma mídia de comunicação com grande capacidade de atrair o consumidor. Objeto de estudos restritos, porém, com grande capacidade de persuasão, a vitrina investiga esta pesquisa que tem o objetivo de avaliar o papel do design em seu planejamento como atrativo para valorizar a imagem do produto e do ponto de venda, agregando valor na forma de expô-los ao consumidor. O objetivo específico visa relacionar o impacto emocional que sua composição, com o uso de conceitos e técnicas do design, pode proporcionar ao público, em específico o feminino. Para isso, optou-se por uma investigação bibliográfica e de campo. Compreende uma pesquisa exploratória, com abordagem qualitativa e por raciocínio indutivo. Os dados obtidos geraram informações que contribuem como ferramentas no planejamento visual da vitrina. Os conceitos do design, da emoção e da percepção visual, articulados por profissionais capacitados por meio do ensino de design, permitem que a informação transmitida pelas vitrinas seja compreendida pelos consumidores
Abstract: In the present scenery, many strategies are used to attract the consumers, which stopped supplying just the necessities considered natural to satisfy desires and the necessities towards the social expectations. Considering this eager consumer of news, the commerce stimulates his willing for consumption, making use of the communication to reach its aims. One of the used media, the window display, is the object of this study, here presented as a communication media with a great capacity to attract the shopper. Object of restrict studies, however, with a great persuasion power, the window display instigates this research that has the aim of evaluating the role of the design in its planning as an attractive to worth the image of the product and the store as well, attributing value in the way it is displayed to the shopper. The specific objective aims to connect the emotional impact that is composition, with the design's concepts and technical, can provide to the public, mainly the female one. That's why the option was to use both a bibliographic and a camping research. It concerns an exploratory research with qualitative approach and inductive throught. The obtained data created information that contributes a tools in the visual planning of the window display. The concepts of the design, emotion and visual perception said by the most capable professionals in design teaching, allow that the information transmited by the window display is understood by the shoppers
Mestre
Aoki, Yuko. "Approaches to Housing Design Focusing on Human Well-being in Japan." OpenSIUC, 2011. https://opensiuc.lib.siu.edu/theses/633.
Full textBaumer, Eric. "Toward the Design of an Emotion-like State Generator for a Robotic Office Assistant." Honors in the Major Thesis, University of Central Florida, 2004. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/696.
Full textBachelors
Engineering and Computer Science
Computer Science
MENEZES, CRISTIANE SCHIFELBEIN DE. "DESIGN & EMOTION: ABOUT THE RELATIONSHIP FIRST-TIME EXPERIENCES OF PEOPLE WITH THE OBJECTS." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2007. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=10319@1.
Full textEsta dissertação se insere no campo do Design & Emoção. Seu tema é a relação afetiva que as pessoas estabelecem com os objetos e seu objetivo, estudar as experiências promovidas pelos objetos usados pela primeira vez. O método adotado para o desenvolvimento desta investigação foi o de entrevistas e conversas com pessoas de idades e origens distintas. Este estudo foi norteado pelo pensamento e pelas idéias de importantes autores do campo, como António Damásio e a idéia de que os objetos têm competência emocional e evocam emoção e sentimento; Donald Norman e os três aspectos do design: o design visceral, o design comportamental e o design reflexivo; Peter Stallybrass e sua reflexão sobre a vida social das coisas e sobre os objetos, onde imprimimos as nossas marcas e que carregam a nossa memória; e Patrick Jordan e a idéia de que os produtos podem proporcionar diversos prazeres: o físico, o social, o psicológico e o ideológico. A fim de contextualizar, enriquecer e ilustrar o pensamento destes autores, foram utilizados relatos dos entrevistados sobre suas experiências de uso de algo pela primeira vez. Este estudo foi motivado pela idéia de que o design é um processo intencional, e, assim sendo, é possível projetar objetos capazes de evocar sentimentos. Neste sentido, as conclusões gerais são que os objetos que usamos pela primeira vez inauguram e participam de importantes fases da vida e de rituais de passagem; nos apresentam novos universos; lembram pessoas; intermediam ações sociais; podem nos levar a adotar novos hábitos e condutas; e, ainda, evocam sentimentos como auto-dependência ou independência; estou crescendo ou estou podendo e incapacidade e exclusão.
This dissertation inserts in the field of Design & Emotion, which subject is the affective relationship that people establish with the objects. The objective of this text is to study the first-time experiences of people with the objects. The method used for the development of this investigation was the one with interviews and talks with people from different origins and ages. This study was guided based on the thoughts and ideas of important authors on this field, as António Damásio and the idea that objects have emotional competence and evoke emotions and feelings; Donald Norman and the three aspects of design: the visceral design, the behavioral design and the reflexive design; Peter Stallybrass and his reflexion about the social life of things and about the objects, where we put our sings; that carry our memory; and Patrick Jordan and the idea that the products can provide many pleasures: the physical, the social, the psychological and the ideological. In order to context, to enrich and to illustrate the thoughts of these authors were used stories of the interviewed people about their experiences of using something for the first time. This study was motivated by the idea that design is an intentional process and, being like that, is possible to project objects able to evoke positive feelings and trigger positives changes of behavior for the society. In this direction, general conclusions are that the objects that we use for the first-time inaugurate and participate of important phases of the life and rituals of passage; in them they present new universes; they remember people; they participated of social actions; they can in taking them to adopt new habits and behaviors; and, still, evokes feelings as self-sufficiency or independence; I am growing up or I being able and incapacity and exclusion.
Seo, Jimin. "Jacquard weave for interior design : valuing arts and crafts through encoding emotion and information." Thesis, Royal College of Art, 2016. http://researchonline.rca.ac.uk/1756/.
Full textRosa, Velcy Soutier da. "Design e emoção : a mediação do designer na interpretação dos desejos e necessidades das pessoas." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2009. http://hdl.handle.net/10183/17628.
Full textThis paper means to offer a counterpoint to the globalizing functionality that ignores human-geographic particularities and their cultural aspects. For this purpose, foundamentation was based on reports emphasizing the importance of emotion as an action-starter and ascribing relational qualities to the objects, as stated by Donald Norman and other great studiers. The objective is to contribute for the development of a methodology for the designer to mediate the relationship between the industry and the consumer. The method used to elaborate this paper, in consonance with foundamentation, was a direct consult to specific segments of the society, to discover their wishes and necessities. Beyond stablishing a quantitative reference, we searched for reports of qualitative value. Results confirm the preponderance of emotion in subject-objetc relations and show out the role of mediation as a vehicle of cultural affirmation and sustenance promotion.
Galan-Diaz, Carlos Roberto. "Responses to representations of the built environment : the influence of emotion, attention and perspective-taking." Thesis, Robert Gordon University, 2011. http://hdl.handle.net/10059/694.
Full textNouri, M. "Creativity-supporting environments : an emotion-based framework for influencing designers' creativity through using design environments." Thesis, City, University of London, 2016. http://openaccess.city.ac.uk/16161/.
Full textGartland, Connor. "Making Mori: Emotional Depth and the Art of Video Games." Ohio University Honors Tutorial College / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1400681933.
Full textAvery, Carrie. "ONLY SCREEN DEEP? EVALUATING AESTHETICS, USABILITY, AND SATISFACTION IN INFORMATIONAL WEBSITES." Master's thesis, University of Central Florida, 2005. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4121.
Full textM.A.
Department of English
Arts and Sciences
English
Marson, Elissandra [UNESP]. "Vitrina, design e emoção: uma investigação sobre a percepção visual feminina." Universidade Estadual Paulista (UNESP), 2011. http://hdl.handle.net/11449/96268.
Full textCoordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
No cenário atual, muitas estratégias são usadas para atrair o consumidor, que deixou de suprir apenas, as necessidades consideradas naturais para satisfazer desejos e necessidades correspondentes a expectativas sociais. Diante desse consumidor ávido por novidades, o comércio estimula seu ímpeto para o consumo, fazendo uso da comunicação para atingir seus objetivos. Uma das mídias utilizadas, a vitrina, é o objeto deste estudo, aqui apresentada como uma mídia de comunicação com grande capacidade de atrair o consumidor. Objeto de estudos restritos, porém, com grande capacidade de persuasão, a vitrina investiga esta pesquisa que tem o objetivo de avaliar o papel do design em seu planejamento como atrativo para valorizar a imagem do produto e do ponto de venda, agregando valor na forma de expô-los ao consumidor. O objetivo específico visa relacionar o impacto emocional que sua composição, com o uso de conceitos e técnicas do design, pode proporcionar ao público, em específico o feminino. Para isso, optou-se por uma investigação bibliográfica e de campo. Compreende uma pesquisa exploratória, com abordagem qualitativa e por raciocínio indutivo. Os dados obtidos geraram informações que contribuem como ferramentas no planejamento visual da vitrina. Os conceitos do design, da emoção e da percepção visual, articulados por profissionais capacitados por meio do ensino de design, permitem que a informação transmitida pelas vitrinas seja compreendida pelos consumidores
In the present scenery, many strategies are used to attract the consumers, which stopped supplying just the necessities considered natural to satisfy desires and the necessities towards the social expectations. Considering this eager consumer of news, the commerce stimulates his willing for consumption, making use of the communication to reach its aims. One of the used media, the window display, is the object of this study, here presented as a communication media with a great capacity to attract the shopper. Object of restrict studies, however, with a great persuasion power, the window display instigates this research that has the aim of evaluating the role of the design in its planning as an attractive to worth the image of the product and the store as well, attributing value in the way it is displayed to the shopper. The specific objective aims to connect the emotional impact that is composition, with the design's concepts and technical, can provide to the public, mainly the female one. That's why the option was to use both a bibliographic and a camping research. It concerns an exploratory research with qualitative approach and inductive throught. The obtained data created information that contributes a tools in the visual planning of the window display. The concepts of the design, emotion and visual perception said by the most capable professionals in design teaching, allow that the information transmited by the window display is understood by the shoppers
Jun, Soojin. "Information and the Experience of Wonder: A Rhetorical Study of Information Design." Research Showcase @ CMU, 2011. http://repository.cmu.edu/dissertations/52.
Full textGrundström, Petter. "Design and Implementation of an Appraisal Module for Virtual Characters." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-78886.
Full textVanegas-Farfano, Minerva, Ramírez Mónica González, and Guzmán Rodrigo Cantú. "Stress and emotion regulation with graphic activities and expressive narrative." Pontificia Universidad Católica del Perú, 2016. http://repositorio.pucp.edu.pe/index/handle/123456789/99978.
Full textSe evalúa el impacto de las instrucciones dadas para el uso de actividades gráficas y escritura expresiva como una forma de apoyo en el manejo del estrés y las emociones a partir de seis grupos experimentales con treinta estudiantes universitarios. Los efectos fueron estimados mediante la adaptación mexicana de la Escala de Estrés Percibido y la adaptación de Escala de Afecto Positivo y Negativo. Los grupos fueron similares en su estrés percibido y en emociones en el tiempo 1. Los resultados indican que ambas variables mejoran tras la intervención (tiempo 2), mostrando diferencias entre los grupos. Se concluye que es necesario evaluar el tipo de instrucciones en ambientes experimentales y clínicos considerando estas diferencias.
O propósito do estudo foi avaliar o impacto das instruções dadas para o uso de atividades gráficas e escritura expressiva como uma forma de apoio no controle do estresse e das emoções. A amostra foi formada por trinta estudantes universitários. Deste modo formaram-se seis grupos experimentais, cujos efeitos foram medidos mediante a adaptação mexicana da Escala de Estresse Percebido e a adaptação da Escala de Afeto Positivo e Negativo. Os grupos foram similares no estresse percebido e nas emoções no tempo 1. Os resultados indicam que ambas variáveis melhoram depois da intervenção (tempo 2); mas com diferenças entre os grupos. Deste modo se conclui que é necessário avaliar o tipo de instruções em ambientesexperimentais e clínicos considerando estas diferenças.
Zhang, Ke Anne. "Proximal mechanisms of externalizing behaviors: an intensive longitudinal design investigating the effects of temporally varying processes." Diss., University of Iowa, 2016. https://ir.uiowa.edu/etd/6530.
Full textCarvalho, Janessa O. "Emotion and Executive Functioning: The Effect of Normal Mood States on Fluency Tasks." Connect to this title, 2008. http://scholarworks.umass.edu/theses/121/.
Full textSeferin, Mariana Toledo. "Design, emoção e o calçado feminino : mulheres que amam calçados." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2012. http://hdl.handle.net/10183/76181.
Full textThis research addresses from the perspective of design and emotion, the emotional relationship that women have with their shoes. It aims to describe the general emotional relationships that women who claim to love or like a lot shoes establish with this type of product. The history of female footwear allows us to understand the evolution of their functions, especially from the moment when fashion began to influence its configuration. In view of this, the reasoning of this research includes the influence of fashion, fetish and symbolism assigned to shoes, perception of comfort and risk and about the use of women's footwear. To better understand how people’s preferences and desires in the context of product configuration, were also considered the product’s functions, the role of emotions related to objects and product semantics. From the literature review, we selected twenty-eight categories related to emotions with products in order to assist in the description of affective relationships between women and their shoes. These relationships were explored by analyzing the speech of women which declare to really like shoes. Thus, we conducted in-depth interviews with a group of eleven women between 19 and 44 years, residents of the metropolitan area of Porto Alegre. The interviews followed a protocol that addressed the buying motivation, usage motivation, preference, care and feelings related to the footwear. The data analysis was done with the aid of the twenty-eight categories addressed in the literature on design and emotion, and was divided in two axes. The first considers the responses of all women for every topic and protocol issue and the second examines the responses of each respondent individually. The results of this research indicate that the motives of affection for shoes are based on comfort, versatility, the approval of others (praise) and aesthetics.
Holland, Alissa Kate. "A Functional Cerebral Systems Approach to Hostility: Changes in Frontal Lobe Delta Activation and Fluency Performance as a Function of Stress." Diss., Virginia Tech, 2008. http://hdl.handle.net/10919/27829.
Full textPh. D.
Faller, Roberto da Rosa. "Engenharia e design : contribuição ao estudo da seleção de materiais no projeto de produto com foco nas características intangíveis." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2009. http://hdl.handle.net/10183/25047.
Full textIn the last years, several aspects related to product features other than good operation and usefulness have been discussed. Studies regarding this topic enlighten the importance of user-product emotional interaction. Materials work as a link in this relation, as they may transfer part of its personality to the products through its tangible and intangible characteristics. The study of the material's technical aspects is widely supported by a large number of softwares, books and scientific researches. However, their aspects appealing to subjectivity do not share the same support. Therefore, the existing methods of material selection and sources of research do not provide the support demanded by user-focused projects. Thus, this paper presents contributions to the Material Selection process in Product Design, aiming to the incorporation of emotional aspects in such projects. It is proposed an emotion elucidation model, that presents and links the variables involved during the interaction individual-object. This work consists of two field researches aiming to raise verbal attributes used to descript products and materials, and a method of material selection that supports searching for intangible characteristics.
Scott, Samantha L. "Is Selective Mutism an Emotion Regulation Strategy for Children with Social Phobia? A Single Case Design Investigation." Doctoral diss., University of Central Florida, 2012. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/5489.
Full textID: 031001331; System requirements: World Wide Web browser and PDF reader.; Mode of access: World Wide Web.; Adviser: Deborah C. Beidel.; Title from PDF title page (viewed April 9, 2013).; Thesis (Ph.D.)--University of Central Florida, 2012.; Includes bibliographical references (p. 79-90).
Ph.D.
Doctorate
Psychology
Sciences
Psychology; Clinical Psychology
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.
Full textEste 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.
Han, Meng-Ju, and 韓孟儒. "Design of Robotic Emotion Model and Human Emotion Recognition." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/22117751638529041900.
Full text國立交通大學
電控工程研究所
101
This thesis aims to develop a robotic emotion model and mood transition method for autonomous emotional interaction with human. A two-dimensional (2-D) emotional model is proposed to combine robotic emotion, mood and personality in order to generate emotional behaviors. In this design, the robot personality is programmed by adjusting the big five factors referred from psychology. Using Big Five personality traits, the influence factors of robot mood transition are analyzed. A method to fuse basic robotic emotional behaviors is proposed in this work in order to manifest robotic emotional states via continuous facial expressions. Through reference psychological results, we developed the relationships of personality vs. mood transition for robotic emotion generation. Based on these relationships, personality, mood transition and emotional behaviors have been integrated into the robotic emotion model. Comparing with existing models, the proposed method has the merit of having a theoretical basis to support the human-robot interaction design. In order to recognize the user’s emotional state, both bimodal emotion recognition and speech-signal-based emotion recognition methods are studied. In the design of the bimodal emotion recognition system, a novel probabilistic strategy has been proposed for a classification design to determine statistically suitable fusing weights for two feature modalities. The fusion weights are selected by the distance between test data and the classification hyperplane and the standard deviation of training samples. In the latter bimodal SVM classification, the recognition result with higher weight is selected. In the design of the proposed speech-signal-based emotion recognition method, the proposed method uses voice signal processing and classification. Firstly, end-point detection and frame setting are accomplished in the pre-processing stage. Then, the statistical features of the energy contour are computed. Fisher's linear discriminant analysis (FLDA) is used to enhance the recognition rate. In this thesis, the proposed emotion recognition methods have been implemented on a DSP-based system in order to demonstrate the functionality of human-robot interaction. We have realized an artificial face simulator to show the effectiveness of the proposed methods. Questionnaire surveys have been carried out to evaluate the effectiveness of the proposed emotional model by observing robotic responses to user’s emotional expressions. Evaluation results show that the feelings of the testers coincide with the original design.
Chen, Yi-Chun, and 陳宜君. "Applying Relative Emotion in Emotion Design – A Case Study of Design Transformation for Embarrassment." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/57518974778138843612.
Full text大同大學
工業設計學系(所)
97
The purpose of this research is to proceed from negative emotion and explore how to transform embarrassment into product design through design techniques. The content is divided into three primary parts: The first part is based on prior research where the reasons for embarrassment emotion in using product and the obtained three major reasons for embarrassment emotion from operation error structure, and carry out practical incidents of products related to relevant embarrassment copings from embarrassment reasons. A total of 11 embarrassment coping sub-concepts have been analyzed and abstracted and the corresponding design factors of embarrassment copings have been investigated. The second part explores the product error reasons of the embarrassment incidents and examined the feasibility of the design factors for various embarrassment copings. The matrix method is being used to analyze and conclude 11 design transformation techniques of embarrassment emotions. The third part tests the design transformation images of embarrassment emotions and the changes of emotions. The primary results are concluded as follows: (1) The embarrassment transformation image of various samples may be exhibited by “novel-plain” factors to show product features and “carefree-restrained” factors to show product operation. (2) In summation, what influence embarrassment transformation comprehensive evaluation image is “free”. The G1 group which has “intimate,” “intuitive,”and “practical” images would have joyous feeling and like such product where unexpected functions would suppress errors. The G2 group which has “interesting” and “carefree” images would have joyous feeling and those with “intimate” feeling would like such product where errors are confessed with adorned skills. The G3 group which has “practical” images would have joyous feeling while those with “intimate” images would like such product where humanized function would adjust to the errors. (3) Overall, the changes of embarrassment emotions before use are strong while embarrassment emotions would generally be lowered after use and transformed into positive feeling. The testing samples could reconcile the embarrassment incident but the extent of reconciliation is slightly lower if compared to feeling after use. (4) The overall comprehensive evaluation and emotion after use would correlate into positive relative relation. However, reconciliation of embarrassment emotions is unrelated and the more joy and elation the product delivers to people there will be less embarrassment. But this does not indicate that the product can reconcile embarrassment.
Ferreira, Rafael Maia Moreira Ribeiro. "The sonic nature of an emotion : designing emotional timbre." Master's thesis, 2020. http://hdl.handle.net/10400.14/34515.
Full textO objetivo desta dissertação é fazer uma avaliação qualitativa dos vários fenómenos e inter-relações que moldam a nossa relação emocional com o timbre. Ao compreender este fenómeno e o seus contornos, acreditamos que estamos a contribuir para uma maior eficácia na expressão sonora e artística. Através de uma abordagem baseada na metodologia de Grounded Theory, recolhemos informação em colaboração com um grupo de 12 artistas e profissionais de comprovada relevância na área do design de timbre. Esta abordagem permitiu-nos combinar literatura pré-existente e evidências quantitativas com o conhecimento empírico e qualitativo que estava em falta. A partir das entrevistas, fomos capazes de identificar os principais fatores que contribuem para a relação emocional do artista com o timbre. Conforme validado pelo grupo de entrevistados, a pesquisa foi guiada pela ideia basilar de que o timbre é uma propriedade sonora que veicula uma grande quantidade de informações sonoras, ou pistas, como lhes chamamos, que completam uma mensagem tímbrica. Sugere-se que essa mensagem tímbrica seja modulada por uma série de paradigmas pessoais e gerais. Esses, que denominamos “Shifting paradigms", são de carácter social, cultural, geracional e económico. Como estes paradigmas evoluem ao longo do tempo, aqueles que aqui descrevemos, são contemporâneos à era atual. Contribuímos também com uma contextualização da nossa relação com o timbre em diferentes contextos artísticos. São explicadas as variáveis contextuais das quais nossa percepção do timbre depende e como diferentes contextos artísticos tendem a libertar ou restringir a nossa relação mais visceral com o timbre. Nesta dissertação, também listaremos uma série de fatores acústicos e psicoacústicos que contribuem para moldar a nossa relação emocional com o timbre. Ao compreender primeiro como o processo cognitivo tende a imprimir o conhecimento inato e adquirido na interpretação de uma mensagem da timbrica, seremos capazes de preencher a lacuna entre o que é sentido fisicamente e o que é psicologicamente relevante. Isto abre caminho para a exploração prática de fenómenos acústicos e psicoacústicos, como o gesto sonoro, dinâmica timbrica e exposição temporal, palco sonoro, reverberação e espacialização, destacados nesta investigação como o grupo de aspectos que tem maior influência na percepção da valência emocional do timbre.
Lin, Yu-Ci, and 林郁綺. "Emotion metaphors in chair design: Love." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/d6ubpw.
Full text國立臺北科技大學
創新設計研究所
97
This research redefines the value of utensils through the discussion of emotional meanings and the construction of modeling elements. This result contributes to the fact that products are no longer simply only the tools utilized by designers. Instead of putting so much emphasis on the emergence of external characteristics, designers begin to include the revelation of user’s real emotions into their products. In the process, the intentions of behavior of users are explained and the reasons for the occurrence of behavior are provided for the masses; both are supported by the “the Mirror Stage” of Lacan of the psychoanalysis. Finally, the users can achieve the goal of “self-identification” by projecting their emotions on products. The arrangement of the experiment first clarifies the meanings of love with the reference to literature review. Then 46 groups of vocabulary samples are established. With the responses from the public and the results of the experiment of descriptive statistics and element-analysis explanation, “affection” is consider the closest word to the people’s ideas for love. In addition to quantitative studies, the semi-structured interview is carried on simultaneously. According to expert’s opinion and the results of the experiment, the idea of how to transfer the “love” into elements of design is explained. Finally, 3 groups of vocabulary which can be used to showcase the meanings of love are chosen from the experimental result. The 3 groups include 3 units of vocabulary - “worrying”, “caring” and “intimacy” – of which ideas are utilized in the theme concept of designing chairs. Based on this research, 4 steps-“Setting up the Prototype→Free Association→Association Strengthening→Transforming” - can be summarized and then be used as evidence for confirmation. This research transfers the emotion of love into the product design, and hopefully, another method of expressing loves can be provided to the populace to arouse the situation of intimate interaction between people. Finally, the goal of Humanity-organic Living Environment can be achieved.
Hsu, Chun-Chi, and 許純綺. "Nostalgic emotion in product design techniques." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/25200183051826809356.
Full text國立雲林科技大學
工業設計系碩士班
97
This elaboration takes materials of creation by nostalgia emotion of Taiwan postwar emotion. Its goal is as follows: 1) The product is not only the tool, but have the emotion and makes people to goods. 2) Because of nostalgic emotion to make the product significance, lets the user be intimate with the product. 3) By nostalgic emotion to awakens people’s memory and reproduce the history.At the same time, it develops product vitality. Design direction is emotion of historical nostalgia which has collective cognition; its utilization''s design technique has the following three points. 1) Design techniques: Using four design methods including anzeichen, symbol, simile and metaphor. 2) Nostalgic Level: Matching three levels including the element of nostalgia, the experience of nostalgia, and the spirit of nostalgia. 3) Nostalgic percipience: It will make three kinds of nostalgic percipience when you operate product including familiar feeling, the emotion of satisfy, inheritance and the extension of experience in the life and culture. His research carries on product design of actual nostalgic emotion, and confirms that can guide the user to make nostalgic percipience deeply by product demonstration and utilize the design technique of historical nostalgic emotion. Even if people never have any experience, he still can feel the nostalgic emotion by the product of conveyance. However, the user recalls the past and simultaneously displays inheritance and the extension of nostalgic emotion.