Advances in Affective and Pleasurable Design

Book description

This volume discusses pleasurable design — a part of the traditional usability design and evaluation methodologies. The book emphasizes the importance of designing products and services to maximize user satisfaction. By combining this with traditional usability methods it increases the appeal of products and use of services.

Table of contents

  1. Front Cover (1/2)
  2. Front Cover (2/2)
  3. Table of Contents (1/2)
  4. Table of Contents (2/2)
  5. Preface
  6. Section I. Designing for Diversity
    1. 1. Emoticons: Cultural analysis (1/2)
    2. 1. Emoticons: Cultural analysis (2/2)
    3. 2. Designing spaces for aging eyes (1/2)
    4. 2. Designing spaces for aging eyes (2/2)
    5. 3. New concept for newspaper kiosk through understanding users’ behavior (1/3)
    6. 3. New concept for newspaper kiosk through understanding users’ behavior (2/3)
    7. 3. New concept for newspaper kiosk through understanding users’ behavior (3/3)
    8. 4. Connectivity model: Design methods for diverse users (1/2)
    9. 4. Connectivity model: Design methods for diverse users (2/2)
    10. 5. Educational play experiences for children with cognitive and physical disabilities (1/2)
    11. 5. Educational play experiences for children with cognitive and physical disabilities (2/2)
    12. 6. Universal product family design for human variability and aesthetics (1/2)
    13. 6. Universal product family design for human variability and aesthetics (2/2)
  7. Section II. Cultural and Traditional Aspects
    1. 7. Comparison of evaluation of kawaii ribbons between gender and generation (1/2)
    2. 7. Comparison of evaluation of kawaii ribbons between gender and generation (2/2)
    3. 8. Assessment of material perception of black lacquer (1/2)
    4. 8. Assessment of material perception of black lacquer (2/2)
    5. 9. Analysis of search results of kawaii search (1/2)
    6. 9. Analysis of search results of kawaii search (2/2)
    7. 10. 3D character creation system based on sensibility rule extraction (1/2)
    8. 10. 3D character creation system based on sensibility rule extraction (2/2)
    9. 11. Shaboned display: An interactive substantial display using expansion and explosion of soap bubbles (1/2)
    10. 11. Shaboned display: An interactive substantial display using expansion and explosion of soap bubbles (2/2)
    11. 12. Study on Kawaii in motion - Classifying Kawaii motion using Roomba (1/2)
    12. 12. Study on Kawaii in motion - Classifying Kawaii motion using Roomba (2/2)
    13. 13. Holistic analysis on affective source of Japanese traditional skills
    14. 14. Representation and management of physical movements of technicians in graph-based data model (1/2)
    15. 14. Representation and management of physical movements of technicians in graph-based data model (2/2)
    16. 15. Multimodal motion learning system for traditional arts (1/2)
    17. 15. Multimodal motion learning system for traditional arts (2/2)
    18. 16. Characteristics of technique or skill in traditional craft workers in Japan (1/2)
    19. 16. Characteristics of technique or skill in traditional craft workers in Japan (2/2)
    20. 17. A study on the traditional charm of natural dyes: Focusing on preprinting mordant (1/3)
    21. 17. A study on the traditional charm of natural dyes: Focusing on preprinting mordant (2/3)
    22. 17. A study on the traditional charm of natural dyes: Focusing on preprinting mordant (3/3)
    23. 18. Effect of culture interdependency on interpersonal trust (1/2)
    24. 18. Effect of culture interdependency on interpersonal trust (2/2)
    25. 19. Exploration on the relationship between Chinese characters and ergonomic affordances (1/2)
    26. 19. Exploration on the relationship between Chinese characters and ergonomic affordances (2/2)
  8. Section III. Ergonomics and Human Factors
    1. 20. Evaluation of customers' subjective effort and satisfaction in opening and closing tail gates of sport utility vehicles (1/2)
    2. 20. Evaluation of customers' subjective effort and satisfaction in opening and closing tail gates of sport utility vehicles (2/2)
    3. 21. Measurement of body pressures in double-lane-changing driving tests (1/2)
    4. 21. Measurement of body pressures in double-lane-changing driving tests (2/2)
    5. 22. Correlation between muscle contraction and vehicle dynamics in a real driving (1/2)
    6. 22. Correlation between muscle contraction and vehicle dynamics in a real driving (2/2)
    7. 23. Eye-tracking based analysis of the driver’s field of view (FOV) in real driving environment (1/2)
    8. 23. Eye-tracking based analysis of the driver’s field of view (FOV) in real driving environment (2/2)
    9. 24. Effects of age and gender differences on automobile instrument cluster design (1/2)
    10. 24. Effects of age and gender differences on automobile instrument cluster design (2/2)
    11. 25. A study on the relationship between pleasures and design attributes of digital appliances (1/2)
    12. 25. A study on the relationship between pleasures and design attributes of digital appliances (2/2)
    13. 26. Effects of age, gender, and posture on user behaviors in use of control on display interface (1/2)
    14. 26. Effects of age, gender, and posture on user behaviors in use of control on display interface (2/2)
    15. 27. Subjective quality evaluation of surface stiffness from hand press: Development of an affective assessment strategy (1/2)
    16. 27. Subjective quality evaluation of surface stiffness from hand press: Development of an affective assessment strategy (2/2)
    17. 28. Quantification of a haptic control feedback using an affective scaling method (1/2)
    18. 28. Quantification of a haptic control feedback using an affective scaling method (2/2)
    19. 29. Effects of head movement on contact pressure between a N95 respirator and headform (1/2)
    20. 29. Effects of head movement on contact pressure between a N95 respirator and headform (2/2)
  9. Section IV. Product, Service, and System Design
    1. 30. Development of enhanced teaching materials for skill based learning by using a smart phone and Second Life (1/2)
    2. 30. Development of enhanced teaching materials for skill based learning by using a smart phone and Second Life (2/2)
    3. 31. Sensor system for skill evaluation of technicians (1/2)
    4. 31. Sensor system for skill evaluation of technicians (2/2)
    5. 32. The design of adhesive bandage from the customer perspective (1/2)
    6. 32. The design of adhesive bandage from the customer perspective (2/2)
    7. 33. Journeying toward female-focused m-health applications (1/3)
    8. 33. Journeying toward female-focused m-health applications (2/3)
    9. 33. Journeying toward female-focused m-health applications (3/3)
    10. 34. Participatory design for green supply chain management: Key elements in the semiconductor industry (1/3)
    11. 34. Participatory design for green supply chain management: Key elements in the semiconductor industry (2/3)
    12. 34. Participatory design for green supply chain management: Key elements in the semiconductor industry (3/3)
    13. 35. Comparing the psychological and physiological measurement of player's engaging experience in computer game (1/2)
    14. 35. Comparing the psychological and physiological measurement of player's engaging experience in computer game (2/2)
    15. 36. Study of the interface of information presented on the mobile phones (1/2)
    16. 36. Study of the interface of information presented on the mobile phones (2/2)
    17. 37. The design of a socialized collaborative environment for research teams (1/2)
    18. 37. The design of a socialized collaborative environment for research teams (2/2)
    19. 38. Affective design and its role in energy consuming behavior: Part of the problem or part of the solution? (1/2)
    20. 38. Affective design and its role in energy consuming behavior: Part of the problem or part of the solution? (2/2)
  10. Section V. Human Interface in Product Design
    1. 39. Self-inflating mask interface for noninvasive positive pressure ventilation (1/2)
    2. 39. Self-inflating mask interface for noninvasive positive pressure ventilation (2/2)
    3. 40. Product personality assignment as a mediating technique in biologically and culturally inspired design (1/2)
    4. 40. Product personality assignment as a mediating technique in biologically and culturally inspired design (2/2)
    5. 41. Why the optimal fitting of footwear is difficult (1/2)
    6. 41. Why the optimal fitting of footwear is difficult (2/2)
    7. 42. The pertinence of CMF between mobile phone design and fashion design (1/2)
    8. 42. The pertinence of CMF between mobile phone design and fashion design (2/2)
    9. 43. Will they buy my product - Effect of UID and Brand (1/2)
    10. 43. Will they buy my product - Effect of UID and Brand (2/2)
    11. 44. Evaluating the usability of futuristic mobile phones in advance (1/2)
    12. 44. Evaluating the usability of futuristic mobile phones in advance (2/2)
    13. 45. Towards a more effective graphical password design for touch screen devices (1/2)
    14. 45. Towards a more effective graphical password design for touch screen devices (2/2)
    15. 46. Material sensibility comparison between glass and plastic used in mobile phone window panel (1/2)
    16. 46. Material sensibility comparison between glass and plastic used in mobile phone window panel (2/2)
  11. Section VI. Emotion and UX Design
    1. 47. Develop new emotional evaluation methods for measuring users' subjective experiences in the virtual environments (1/3)
    2. 47. Develop new emotional evaluation methods for measuring users' subjective experiences in the virtual environments (2/3)
    3. 47. Develop new emotional evaluation methods for measuring users' subjective experiences in the virtual environments (3/3)
    4. 48. Hemispheric asymmetries in the perception of emotions (1/2)
    5. 48. Hemispheric asymmetries in the perception of emotions (2/2)
    6. 49. Understanding differences in enjoyment: Playing games with human or AI team-mates (1/2)
    7. 49. Understanding differences in enjoyment: Playing games with human or AI team-mates (2/2)
    8. 50. Does user frustration really decrease task performance? (1/2)
    9. 50. Does user frustration really decrease task performance? (2/2)
    10. 51. Comfortable information amount model for motion graphics (1/2)
    11. 51. Comfortable information amount model for motion graphics (2/2)
    12. 52. The Kansei research on the price labels of shoes (1/2)
    13. 52. The Kansei research on the price labels of shoes (2/2)
    14. 53. Toward emotional design: An exploratory study of IPhone 4 (1/2)
    15. 53. Toward emotional design: An exploratory study of IPhone 4 (2/2)
    16. 54. Invariant comparisons in affective design (1/3)
    17. 54. Invariant comparisons in affective design (2/3)
    18. 54. Invariant comparisons in affective design (3/3)
  12. Section VII. Design and Development Methodology
    1. 55. Systematic consumer evaluation measurement for objectified integration into the product development process (1/2)
    2. 55. Systematic consumer evaluation measurement for objectified integration into the product development process (2/2)
    3. 56. The effect of web page complexity and use occasion on user preference evaluation (1/3)
    4. 56. The effect of web page complexity and use occasion on user preference evaluation (2/3)
    5. 56. The effect of web page complexity and use occasion on user preference evaluation (3/3)
    6. 57. Effects of unity of form on visual aesthetics of website design (1/2)
    7. 57. Effects of unity of form on visual aesthetics of website design (2/2)
    8. 58. Design principles for sustainable social-oriented bike applications (1/2)
    9. 58. Design principles for sustainable social-oriented bike applications (2/2)
    10. 59. Applying microblogs to be an online design group: A case study (1/3)
    11. 59. Applying microblogs to be an online design group: A case study (2/3)
    12. 59. Applying microblogs to be an online design group: A case study (3/3)
    13. 60. Design guidelines to keep users positive (1/3)
    14. 60. Design guidelines to keep users positive (2/3)
    15. 60. Design guidelines to keep users positive (3/3)
    16. 61. Affective evaluation and design of customized layout system (1/2)
    17. 61. Affective evaluation and design of customized layout system (2/2)
    18. 62. Tactical scenarios for user-based performance evaluation (1/2)
    19. 62. Tactical scenarios for user-based performance evaluation (2/2)
  13. Section VIII. Diverse Approaches: Biosignals, Textiles, and Clothing
    1. 63. Psychological factor in color characteristics of casual wear (1/2)
    2. 63. Psychological factor in color characteristics of casual wear (2/2)
    3. 64. Sound characteristics and auditory sensation of combat uniform fabrics (1/2)
    4. 64. Sound characteristics and auditory sensation of combat uniform fabrics (2/2)
    5. 65. Effect of color on visual texture of fabrics (1/2)
    6. 65. Effect of color on visual texture of fabrics (2/2)
    7. 66. The individual Adaption Module (iAM): A framework for individualization and calibration of companion technologies (1/2)
    8. 66. The individual Adaption Module (iAM): A framework for individualization and calibration of companion technologies (2/2)
    9. 67. Self-adaptive biometric signatures based emotion recognition system (1/2)
    10. 67. Self-adaptive biometric signatures based emotion recognition system (2/2)
    11. 68. Inferring prosody from facial cues for EMG-based synthesis of silent speech (1/2)
    12. 68. Inferring prosody from facial cues for EMG-based synthesis of silent speech (2/2)
    13. 69. Multi-modal classifier-fusion for the classification of emotional states in WOZ scenarios (1/2)
    14. 69. Multi-modal classifier-fusion for the classification of emotional states in WOZ scenarios (2/2)
    15. 70. ATLAS - An annotation tool for HCI data utilizing machine learning methods (1/2)
    16. 70. ATLAS - An annotation tool for HCI data utilizing machine learning methods (2/2)
  14. Section IX. Novel Devices, Information Visualization, and Augmented Reality
    1. 71. Pleasurable design of haptic icons (1/2)
    2. 71. Pleasurable design of haptic icons (2/2)
    3. 72. Conscious and unconscious music from the brain: Design and development of a tool translating brainwaves into music using a BCI device (1/2)
    4. 72. Conscious and unconscious music from the brain: Design and development of a tool translating brainwaves into music using a BCI device (2/2)
    5. 73. Digital museum planner system for both museum administrators and visitors (1/2)
    6. 73. Digital museum planner system for both museum administrators and visitors (2/2)
    7. 74. Affective interactions: Developing a framework to enable meaningful haptic interactions over geographic distance (1/2)
    8. 74. Affective interactions: Developing a framework to enable meaningful haptic interactions over geographic distance (2/2)
    9. 75. For the emotional quality of urban territories – Glazed tiles claddings design (1/2)
    10. 75. For the emotional quality of urban territories – Glazed tiles claddings design (2/2)
    11. 76. A study on the perception of haptics in in-cockpit environment (1/2)
    12. 76. A study on the perception of haptics in in-cockpit environment (2/2)
    13. 77. Making electronic infographics enjoyable: Design guidelines based on eye tracking (1/2)
    14. 77. Making electronic infographics enjoyable: Design guidelines based on eye tracking (2/2)
    15. 78. Verbalization in search: Implication for the need of adaptive visualizations (1/2)
    16. 78. Verbalization in search: Implication for the need of adaptive visualizations (2/2)
    17. 79. Learning to use a new product: Augmented reality as a new method (1/2)
    18. 79. Learning to use a new product: Augmented reality as a new method (2/2)
    19. 80. Visualizations encourage uncertain users to high effectiveness (1/2)
    20. 80. Visualizations encourage uncertain users to high effectiveness (2/2)
    21. 81. Exploring low-glance input interfaces for use with augmented reality heads-up display GPS (1/2)
    22. 81. Exploring low-glance input interfaces for use with augmented reality heads-up display GPS (2/2)
    23. 82. An augmented interactive table supporting preschool children development through playing (1/3)
    24. 82. An augmented interactive table supporting preschool children development through playing (2/3)
    25. 82. An augmented interactive table supporting preschool children development through playing (3/3)

Product information

  • Title: Advances in Affective and Pleasurable Design
  • Author(s): Yong Gu Ji
  • Release date: July 2012
  • Publisher(s): CRC Press
  • ISBN: 9781439871195