Open AccessBook
Emotional design : why we love (or hate) everyday things
Donald A. Norman
- 01 Jan 2004
3.8K
TL;DR: In this paper, the authors make the connection between our emotions and how we relate to ordinary objects, from juicers to Jaguars, and argue that design experts have vastly underestimated the role of emotion on our experience of everyday objects.
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Abstract: By the author of The Design of Everyday Things , the first book to make the connection between our emotions and how we relate to ordinary objects--from juicers to Jaguars. Did you ever wonder why cheap wine tastes better in fancy glasses? Why sales of Macintosh computers soared when Apple introduced the colorful iMac? New research on emotion and cognition has shown that attractive things really do work better, a fact fans of Don Norman's classic The Design of Everyday Things cannot afford to ignore.In recent years, the design community has focused on making products easier to use. But as Norman amply demonstrates in this fascinating and important new book, design experts have vastly underestimated the role of emotion on our experience of everyday objects. Emotional Design analyzes the profound influence of this deceptively simple idea, from our willingness to spend thousands of dollars on Gucci bags and Rolex watches to the impact of emotion on the everyday objects of tomorrow. In the future, will inanimate objects respond to human emotions? Is it possible to create emotional robots?Norman addresses these provocative questions--drawing on a wealth of examples and the latest scientific insights--in this bold exploration of the objects in our everyday world.
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Citations
A case against the modernist regime in design education
TL;DR: In this paper, the authors argue that the present dominance of the modernist design idiom, and the general aesthetic inferiority of existing non-modernist stylistic alternatives, is a consequence of the fact that design schools have for decades banished non-traditional visual idioms from their curricula.
Experience design for dummies
Evert-Jan R. G. Oppelaar,Elbert-Jan Hennipman,Gerrit C. van der Veer +2 more
- 16 Jan 2008
TL;DR: This paper provides a view on how to support the design for experience in those cases where a single designer or a design team is not fully equipped to do the job without help.
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Research on the mechanism of emotional design in Chinese cultural and creative products
TL;DR: Wang et al. as mentioned in this paper investigated the impact of emotional factors on the willingness and preferences of ordinary consumers to buy Chinese cultural and creative products, and further explored whether there are cognitive differences between the emotional design standards defined and promoted by professionals and the excellent design recognized by consumers according to their life experience and personal subjective emotional preferences.
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Playing on the Edge
Daniel Cermak-Sassenrath
- 01 Jan 2018
TL;DR: In this article, a wide range of playful activities push the boundaries of play in different and specific ways, including gambling for money, party and drinking games, professional play and show sports, art installations, violent and military propaganda computer games, pervasive/mobile gaming, live-action role playing, festivals, performances, and games such as Ghosting and Planking.
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Assessing the player interaction experiences based on playability
TL;DR: A strong relationship between user experience (UX) and playability is introduced and justified, a characterisation of player experience (PX) is presented based on playability, and a practical method for player experience assessment is described by using the Castlevania: Lords of Shadow video game to be a.
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