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Inspiring guidance for the principles of designing for humans.
Design for Emotion introduces you to the why, what, when, where and how of designing for emotion. Improve user connection, satisfaction and loyalty by incorporating emotion and personality into your design process. The conscious and unconscious origins of emotions are explained, while real-world examples show how the design you create affects the emotions of your users.This isn't just another design theory book – it's imminently practical. Design for Emotion introduces the A.C.T. Model (Attract/Converse/Transact) a tool for helping designers create designs that intentionally trigger emotional responses. This book offers a way to harness emotions for improving the design of products, interfaces and applications while also enhancing learning and information processing. Design for Emotion will help your designs grab attention and communicate your message more powerfully, to more people. - Explains the relationship between emotions and product personalities - Details the most important dimensions of a product's personality - Examines models for understanding users' relationships with products - Explores how to intentionally design product personalities - Provides extensive examples from the worlds of product, web and application design - Includes a simple and effective model for creating more emotional designs
Why attractive things work better and other crucial insights into human-centered design Emotions are inseparable from how we humans think, choose, and act. In Emotional Design, cognitive scientist Don Norman shows how the principles of human psychology apply to the invention and design of new technologies and products. In The Design of Everyday Things, Norman made the definitive case for human-centered design, showing that good design demanded that the user's must take precedence over a designer's aesthetic if anything, from light switches to airplanes, was going to work as the user needed. In this book, he takes his thinking several steps farther, showing that successful design must incorporate not just what users need, but must address our minds by attending to our visceral reactions, to our behavioral choices, and to the stories we want the things in our lives to tell others about ourselves. Good human-centered design isn't just about making effective tools that are straightforward to use; it's about making affective tools that mesh well with our emotions and help us express our identities and support our social lives. From roller coasters to robots, sports cars to smart phones, attractive things work better. Whether designer or consumer, user or inventor, this book is the definitive guide to making Norman's insights work for you.
An engaging examination of how video game design can create strong, positive emotional experiences for players—with examples from popular, indie, and art games. This is a renaissance moment for video games—in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples—drawn from popular, indie, and art games—that unpack the gamer’s experience. Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players’ emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony’s Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero’s Train. Isbister’s analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.
#1 NEW YORK TIMES BEST SELLER • At last, a book that shows you how to build—design—a life you can thrive in, at any age or stage • “Life has questions. They have answers.” —The New York Times Designers create worlds and solve problems using design thinking. Look around your office or home—at the tablet or smartphone you may be holding or the chair you are sitting in. Everything in our lives was designed by someone. And every design starts with a problem that a designer or team of designers seeks to solve. In this book, Bill Burnett and Dave Evans show us how design thinking can help us create a life that is both meaningful and fulfilling, regardless of who or where we are, what we do or have done for a living, or how young or old we are. The same design thinking responsible for amazing technology, products, and spaces can be used to design and build your career and your life, a life of fulfillment and joy, constantly creative and productive, one that always holds the possibility of surprise.
As technology becomes deeply integrated into every aspect of our lives, we’ve begun to expect more emotionally intelligent interactions. But smartphones don’t know if we’re having a bad day, and cars couldn’t care less about compassion. Technology is developing more IQ, but it still lacks EQ. In this book, Pamela Pavliscak—design researcher and advisor to Fortune 500 companies—explores new research about emotion, new technology that engages emotion, and new emotional design practices. Drawing on her own research and the latest thinking in psychology, neuroscience, and behavioral economics, Pamela shows you how design can help promote emotional well-being. You’ll learn: How design has transformed emotion and how tech is transforming it again New principles for merging emotional intelligence and design thinking How to use a relationship model for framing product interactions and personality Methods for blending well-being interventions with design patterns How emotional resonance can guide designers toward ethical futures Implications of emotionally intelligent technology as it scales from micro- to mega-emotional spheres
Understanding emotions is becoming ever more valuable in design, both in terms of what people prefer as well as in relation to how they behave in relation to it. Approaches to conceptualising emotions in technology design, how emotions can be operationalised and how they can be measured are paramount to ascertaining the core principles of design. Emotions in Technology Design: From Experience to Ethics provides a multi-dimensional approach to studying, designing and comprehending emotions in design. It presents emotions as understood through basic human-technology research, applied design practice, culture and aesthetics, ethical approaches to emotional design, and ethics as a cultural framework for emotions in design experience. Core elements running through the book are: cognitive science – cognitive-affective theories of emotions (i.e., Appraisal); culture – the ways in which our minds are trained to recognise, respond to and influence design; and ethics – a deep cultural framework of interpretations of good versus evil. This ethical understanding brings culture and cognition together to form genuine emotional experience. This book is essential reading for designers, technology developers, HCI and cognitive science scholars, educators and students (at both undergraduate and graduate levels) in terms of emotional design methods and tools, systematic measurement of emotion in design experience, cultural theory underpinning how emotions operate in the production and interaction of design, and how ethics influence basic (primal) and higher level emotional reactions. The broader scope equips design practitioners, developers and scholars with that ‘something more’ in terms of understanding how emotional experience of technology can be positioned in relation to cultural discourse and ethics.
There is considerable interest in and growing recognition of the emotional domain in product development. The relationship between the user and the product is paramount in industry, which has led to major research investments in this area. Traditional ergonomic approaches to design have concentrated on the user's physical and cognitive abil
In this book, the author presents the perspectives of several authors and designers on how to achieve an emotional graphic design. Even though they are not absolute truths and there is no guarantee that if a designer follows those principles people will be emotional attached to the work, they will certainly bring them closer to that. Emotional design is a design that reflects on the crucial role emotions have in the human ability to understand the world, promising to enhance the quality of life of its audience. A successful emotion-driven design improves the relationship between the audience and the 'product', creating deep emotional bounds between the two. There are already many theories talking about emotional design in product design, industrial design, and even web design. But what about graphic design? This book aims to bring the graphic designer closer to delivering an emotion-driven design. Designers quoted: AUSTRALIA: Motherbird (Melbourne). BELGIUM: Teresa Sdralevich (Brussels). CANADA: Dejan Djuric-Leo Burnett (Toronto); Marian Bantjes (Bowen Island). FRANCE: Emmanuelle (Paris); Grapheine (Paris). GERMANY: Miki And Tilmann-The Simple Society (Berlin/Tokyo). IRELAND: Daniel Gray-Us Two (Dublin). ITALY: Benetton Press Dept. (Ponzano). JAPAN: Yuta Takahashi (Tokyo). PORTUGAL: Clara Vieira-Claan (Porto); Joao Machado (Porto); Nuno Coelho (Porto). SPAIN: Isidro Ferrer (Madrid); Javier Jaen (Barcelona); Juan Mingarro-Brosmind (Barcelona); Pau Garcia-Domestic Data Streamers (Barcelona); Rafa Soto-Herraizsoto (Barcelona); This Is Umami (Barcelona); Veronica Fuerte-Hey Studio (Barcelona). SWEDEN: Fredrik Ost-Snask (Stockholm). SWITZERLAND: Cornelia Nuenlist-Walker. THE NETHERLANDS: Kesselskramer (Amsterdam). UK: Camille Walala (London); Chineasy (London); Kirstie-Visual Editions (London); Luke Whittaker-State of Play (London); Jan Eumann-Wolffolins (London, New York, San Francisco). US: Aiga Get Out The Vote (New York); Brian Gartside (New York); Bridget Teixeira-The Phluid Project (New York); Candy Chang (New York); David Carson (New York); Dear Data (New York/ London); Matt Dorfman (New York); Adam J. Kurtz (New York); Milton Glaser Studio (New York); Erika Zorzi-Mathery Studio (New York); Gosbinda Vizarretea-Sagmeister & Walsh (New York).
Strategies for the design process considering emotions. How does design make the indestructible character of a drill tangible? Why does a brand become a trusted friend? And what emotions should intelligent gardening tools actually radiate? The accurate communication and design of emotional worlds remain one of the greatest challenges for companies and professional design. Designing Emotion offers practical support here. Based on current research from neuroscience and psychology, the book presents tools for systematically analysing emotions and controlling them through precise use of form, colour and material. In addition to case studies and interviews, this edition offers insights into the design practice of successful companies. Provides professional design instruments for influencing emotions Includes a folding poster for the use of “emotion grid” With exclusive interviews, practical examples and analyses Available in English and German (Emotion gestalten, ISBN 9783035623840)