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Klappentext Brings together research that investigates how people experience products: durable! non-durable! or virtual. This book aims to bridge gaps between several areas within psychology (perception! cognition and emotion) and links these areas to more applied areas of science! such as product design! human-computer interaction and marketing. Zusammenfassung Brings together research that investigates how people experience products: durable! non-durable! or virtual. This book aims to bridge gaps between several areas within psychology (perception! cognition and emotion) and links these areas to more applied areas of science! such as product design! human-computer interaction and marketing.
List of contents
Part 1: From the Human Perspective
A: Senses
Chapter 1: ON THE VISUAL APPEARANCE OF OBJECTS
Chapter 2: THE TACTUAL EXPERIENCE OF OBJECTS
Chapter 3: THE EXPERIENCE OF PRODUCT SOUNDS
Chapter 4: TASTE, SMELL AND CHEMESTHESIS IN PRODUCT EXPERIENCE
Chapter 5: MULTISENSORY PRODUCT EXPERIENCE
B: Capacities and skills
Chapter 6: HUMAN CAPABILITY AND PRODUCT DESIGN
Chapter 7: CONNECTING DESIGN WITH COGNITION AT WORK
Chapter 8: DESIGNING FOR EXPERTISE
Part II: From the Interaction Perspective
Chapter 9: HOLISTIC PERSPECTIVES ON THE DESIGN OF EXPERIENCE
A: The aesthetic experience
Chapter 10: PRODUCT AESTHETICS
Chapter 11: AESTHETICS IN INTERACTIVE PRODUCTS: CORRELATES AND CONSEQUENCES OF BEAUTY
B: The experience of meaning
Chapter 12: MEANING IN PRODUCT USE: A DESIGN PERSPECTIVE
Chapter 13: PRODUCT EXPRESSION: BRIDGING THE GAP BETWEEN THE SYMBOLIC AND THE CONCRETE
Chapter 14: SEMANTICS: MEANINGS AND CONTEXTS OF ARTIFACTS
C: The emotional experience
Chapter 15: PRODUCT EMOTION
Chapter 16: CONSUMPTION EMOTIONS
D: Specific experiences and approaches
Chapter 17: PRODUCT ATTACHMENT: DESIGN STRATEGIES TO STIMULATE THE EMOTIONAL BONDING TO PRODUCTS
Chapter 18: CRUCIAL ELEMENTS OF DESIGNING FOR COMFORT
Chapter 19: CO-EXPERIENCE: PRODUCT EXPERIENCE AS SOCIAL INTERACTION
Chapter 20: AFFECTIVE MEANING: THE KANSEI ENGINEERING APPROACH
Part III: From the Product Persperctive
A: Digital products
Chapter 21: THE USEFUL INTERFACE EXPERIENCE: THE ROLE AND TRANSFORMATION OF USABILITY
Chapter 22: THE EXPERIENCE OF INTELLIGENT PRODUCTS
Chapter 23: THE GAME EXPERIENCE
B: Non-durables
Chapter 24: EXPERIENCING FOOD PRODUCTS WITHIN A PHYSICAL AND SOCIAL CONTEXT
Chapter 25: THE MEDIATING EFFECTS OF THE APPEARANCE OF NONDURABLE CONSUMER GOODS AND THEIR PACKAGING ON CONSUMER BEHAVIOR
C: Environments
Chapter 26: OFFICE EXPERIENCES
Chapter 27: THE SHOPPING EXPERIENCE
CLOSING REFLECTIONS
INDEX