Advances in Affective and Pleasurable Design

Proceedings of the AHFE 2017 International Conference on Affective and Pleasurable Design, July 17-21, 2017, The Westin Bonaventure Hotel, Los Angeles, California, USA
 
 
Springer (Verlag)
  • erschienen am 12. Juni 2017
  • |
  • XIII, 500 Seiten
 
E-Book | PDF mit Adobe-DRM | Systemvoraussetzungen
E-Book | PDF mit Wasserzeichen-DRM | Systemvoraussetzungen
978-3-319-60495-4 (ISBN)
 

This book discusses the latest advances in affective and pleasurable design. It reports on important theoretical and practical issues, covering a wealth of topics including aesthetics in product and system design, design-driven innovation, affective computing, evaluation tools for emotion, Kansei engineering for products and services, and many more. This timely survey addresses experts and industry practitioners with different backgrounds, such as industrial designers, emotion designers, ethnographers, human-computer interaction researchers, human factors engineers, interaction designers, mobile product designers, and vehicle system designers. Based on the AHFE 2017 International Conference on Affective and Pleasurable Design, held on July 17-21, 2017, in Los Angeles, California, USA, the book provides an inspiring guide for all researchers and professionals in the field of design.

1st ed. 2018
  • Englisch
  • Cham
  • |
  • Schweiz
Springer International Publishing
  • 100
  • |
  • 263 s/w Abbildungen, 100 farbige Tabellen
  • |
  • 263 schwarz-weiße Abbildungen, 100 farbige Tabellen, Bibliographie
  • 58,83 MB
978-3-319-60495-4 (9783319604954)
10.1007/978-3-319-60495-4
weitere Ausgaben werden ermittelt

WonJoon Chung's interests lie in developing design methods and tools to enhance interdisciplinary collaboration, co-design, and group ideation processes. He particularly focuses on interdisciplinary collaboration through developing "the implication of Jazz improvisation", "investigation of the principles of design sketches for idea visualization", "development of theoretical foundation of early prototype use" and "the theoretical framework of metaphor for product designers". WonJoon has a PhD from the Institute of Design at Illinois Institute of Technology (IIT) where he focused on developing a theoretical framework to foster design collaboration. He also has an M.A. from the Ohio State University and a B.A. from Konkuk university in South Korea. In his professional career, he has worked as a kitchen furniture designer, a design researcher for several organizations like ENEX, Battelle Memorial Institute, and an educator at the Institute of Design, IIT.

Cliff Shin is an award-winning designer and assistant professor of industrial design at University of Illinois Urbana Champaign. He has a bachelor's in engineering from Arizona State University and master's in industrial design from Purdue University. He worked for LG Headquarter Design Center as a senior designer with expertise in consumer electronics and other products. His research area is emotional design based on decision-making, neuroscience and consumer behavior. His work was presented at the 2011 International Conference on Naturalistic Decision Making, and the 2012 International Conference on Design Computing and Cognition, to name just two.

  • Intro
  • Advances in Human Factors and Ergonomics 2017
  • Preface
  • Contents
  • Product Development and Design Process
  • Exploring Two Design Processes: Slow and Fast
  • Abstract
  • 1 Introduction
  • 2 Kickstand
  • 2.1 Kickstand in an Education Setting
  • 2.2 Kickstand - Educational Values
  • 2.3 Project Planning
  • 2.4 Design Process
  • 2.5 Manufacturing
  • 2.6 Business
  • 2.7 Kickstand - Result
  • 3 Design Sprint
  • 3.1 Design Sprint - Professional Background
  • 3.2 Design Sprint in an Educational Setting
  • 3.3 Project Plan [24]
  • 3.4 Design Sprint in a Business/Engineering Studio
  • 4 Learning Experience - Pros and Cons
  • 5 Conclusion
  • References
  • Rematerializing the User Interface of a Digitized Toy Through Tokens: A Comparative User Study with Children Aged Five to Six
  • Abstract
  • 1 Introduction
  • 2 Methods and Materials
  • 2.1 Construction of the Prototype
  • 2.2 Comparative User Study
  • 2.3 Measuring Effect and Validation
  • 3 Results and Discussion
  • 3.1 Results
  • 3.2 Design Recommendations for a Future Prototype
  • 3.3 Reflection on Method
  • 4 Conclusion
  • References
  • Analysis of Emotion and Cultural Background on Affective Design Process
  • Abstract
  • 1 Introduction
  • 2 The Challenge for Conducting Creative Processes
  • 3 The Current Creative Training Influence in Learning Programme
  • 4 The Importance of Recognition of Cultural Background on Creativity
  • 5 Infusing Recognition of Cultural Background into Creative Processes
  • 6 Field Research on the Manipulation of Infusing Recognition of Cultural Background into Creative Processes
  • 6.1 Research Aims
  • 6.2 Research Process
  • 6.3 Analysis Samples: Two Scenario Analysis Samples from Team a
  • 6.4 Research Result
  • 7 Conclusion
  • References
  • Design and Validation of Affective Warning Pictorials on Alcohol Container Labels
  • Abstract
  • 1 Introduction
  • 2 Methods
  • 2.1 Participants
  • 2.2 Stimulus Material
  • 2.3 Apparatus
  • 2.4 Measurement
  • 2.5 Procedure
  • 3 Results
  • 3.1 Affect Manipulation
  • 3.2 Affective Validation
  • 3.3 Refining Affective Warning Pictorials
  • 4 Discussion
  • 5 Conclusions
  • Acknowledgments
  • References
  • Design Changing a Traditional Product in a Contemporary Way
  • Abstract
  • 1 Introduction
  • 2 The Process and Material
  • 3 Innovation
  • 4 Results
  • 4.1 Electrical Wires
  • 4.2 Silver Thread and Gold Thread
  • 4.3 Copper Thread
  • 5 Work Proposal
  • 5.1 Electrical Wires
  • 5.2 Gold and Silver Thread
  • 6 Conclusion
  • Acknowledgements
  • References
  • Emotional Engineering
  • Semantic Influence of the Radiator Grille on Vehicle Front Design in the Course of Current EV-Design
  • Abstract
  • 1 Introduction and State of the Art
  • 2 Methods
  • 2.1 Categorization of Grille Design
  • 2.2 Basic Vehicle Illustration
  • 2.3 Vehicle Pattern with Different Radiator Grille Designs
  • 2.4 Experiment and Study Design
  • 3 Results
  • 3.1 Semantic Influence Concerning Grille Size
  • 3.2 Semantic Influence Concerning Grille Shape
  • 3.3 Significant Influences Concerning No-Grille Designs
  • 4 Conclusion and Outlook
  • References
  • A Mahalanobis Taguchi Approach to Human Motion Control
  • Abstract
  • 1 Introduction
  • 2 Difficulty of Analyzing Human Motion
  • 3 Why Pattern Approach?
  • 4 Mahalanobis Taguchi System (MTS)
  • 5 Recognition Taguchi (RT) Method
  • 6 Proprioception
  • 7 Summary
  • References
  • Eye-Tracking Analysis of User Behavior with an Active Display Interface
  • Abstract
  • 1 Introduction
  • 2 An Active Display System: ARM-COMS (ARm-Supported eMbodied COmmunication Monitor System)
  • 2.1 Basic Concepts for ARM-COMS
  • 2.2 Overview of ARM-COMS System Architecture
  • 3 Eye-Tracking Analysis of User Behavior Using ARM-COMS
  • 4 Concluding Remarks
  • Acknowledgements
  • References
  • Experimental Study on Color Preference and Visual Fatigue Against LED Lighting
  • Abstract
  • 1 Introduction
  • 2 Preliminary Experiment
  • 2.1 Settings and Conditions
  • 2.2 Result
  • 3 Experiment with a Physiological Function Test
  • 3.1 Settings and Conditions
  • 3.2 Result
  • 4 Discussion and Conclusion
  • Acknowledgments
  • References
  • Emotional Responses of the Disabled Towards Wheelchairs
  • Abstract
  • 1 Introduction
  • 2 Defining Concepts
  • 3 Method
  • 3.1 Sample
  • 3.2 Tool
  • 3.3 Data Collection
  • 3.4 Data Analysis
  • 4 Results and Discussion
  • 5 Conclusion
  • References
  • Emotional Values of Ceramic Material for Product Design
  • Abstract
  • 1 Introduction
  • 2 Background
  • 3 Feeling vs. Impression
  • 4 Emotional Responses in Ceramic Product
  • 5 Ceramic Mountain
  • 6 Design and Semantics
  • 7 Evaluation of Emotion
  • 8 Conclusion
  • References
  • Research on the Space-Leaving Technique in Web Design
  • Abstract
  • 1 Introduction
  • 2 Space-Leaving and Its Application in Web Design
  • 2.1 The Fundamental and Concept of Space-Leaving Technique
  • 2.2 The Function of Space-Leaving
  • 2.3 The Meaning and Function of Space-Leaving in Web Design
  • 3 The Space-Leaving Technique in Web Design
  • 3.1 Establishment of Webpage
  • 3.2 Page Design of Webpage
  • 3.3 Interface Color Matching
  • 3.4 Grasp User Psychology
  • 4 Conclusion
  • References
  • Emotion and the Qualitative Side of Experience
  • The Pain and Pleasure of Autonomy: The Role of Negative Emotion in Serviced Reality Storytelling
  • Abstract
  • 1 The Role of Negative Emotion in Experience
  • 2 Serviced Reality
  • 3 Storytelling and the Hero's Journey
  • 4 The Role of Negative Emotion in Autonomous Experience
  • 4.1 Deficiency
  • 4.2 Challenge and Accessibility
  • 4.3 Growth
  • 4.4 Community Resolution
  • 5 Examples in Student Projects
  • 6 Conclusion
  • References
  • Soma-Deep as a Marker for Idealized Experience
  • Abstract
  • 1 Introduction
  • 2 Range of Interactions
  • 2.1 Somaesthetics
  • 3 Soma Literacy
  • 3.1 The Somaesthetics of Calligraphy, A Vignette
  • 3.2 The Somaesthetics of Skate Boarding, A Vignette
  • 4 Fundamentals of Experience
  • 5 Conclusion
  • References
  • Design for Dignity and Procedural Justice
  • Abstract
  • 1 Introduction
  • 2 The Problem of Courts' User Experience
  • 2.1 The Problem of People in Courts
  • 2.2 The Promise and Problems of Court Self Help Centers
  • 2.3 The Current Approach to Services
  • 3 Hypothesis: A Perceived Control and Dignity Approach
  • 4 Method
  • 4.1 The Perceived Control Framework
  • 4.2 Prototyping Access to Justice Course
  • 4.3 Harvard A2J Lab Hackathon
  • 5 Findings and Analysis
  • 5.1 A Lack of Cognitive Control, with High Intimidation and Lack of Trust
  • 5.2 A Desire for Behavioral and Decisional Control, to Be Strategic
  • 5.3 Design Strategies to Improve Dignity and Procedural Justice
  • 6 Conclusion
  • References
  • Ritual Design: Crafting Team Rituals for Meaningful Organizational Change
  • Abstract
  • 1 Introduction
  • 2 Organization Challenges as Our Starting Point
  • 3 Literature on Rituals' Role in Organizational Culture
  • 4 Our Proposed Ritual Design Framework
  • 5 Findings
  • 5.1 Ritual Design Framework Resonates
  • 5.2 Rituals Are Strategies to Assert Culture
  • 5.3 Low Barrier Prototyping
  • 5.4 A Mindset of Ritual-Spotting
  • 5.5 An Alternative to Top-Down Culture, Culture by Default
  • 6 Conclusion
  • References
  • Material and Texture Exploration
  • New Typographic Experience in the Post-digital Age with 3D Printing and Ceramics
  • Abstract
  • 1 Introduction
  • 2 Creating the Tools
  • 2.1 The 3D Ceramic Printer
  • 2.2 3D Printing Clay and Clay Extruder
  • 2.3 Process of 3D Printing Clay
  • 3 New Typographic Experience in the Post-digital Age
  • 3.1 3D Printed Ceramic Typographic Sculpture
  • 3.2 The Future of the Exploration
  • References
  • The Black Color of Product Design and Packaging Research
  • Abstract
  • 1 Introduction
  • 2 Discussion
  • 3 Research Method
  • 3.1 Research Purpose
  • 3.2 Design of Experiment I
  • 3.3 Design of Experiment II - An Experiment to Design the Cultural and Creative Elements
  • 4 Research Result and Data Analysis
  • 5 Discussion and Conclusion
  • References
  • Research on the Application of User Experience Design in Agricultural Product Packaging Design
  • Abstract
  • 1 Background
  • 2 Development Status of Agricultural Product Packaging Design
  • 3 Case Study
  • 3.1 Case 1: 2016 Red Dot Award- Best of the Best: Chu Cheng
  • 3.2 Case 2: Gold Pentaword 2015: Fish'n Rice
  • 4 Conclusion
  • Acknowledgements
  • References
  • Analysis of Affective Evaluation for Material Perception of Resin Surfaces: Combined Effect of Tactile Sensation and Hue
  • Abstract
  • 1 Introduction
  • 2 Experimental Method
  • 2.1 Samples and Models
  • 2.2 Evaluation
  • 2.3 Experimental Procedure
  • 3 Experimental Results
  • 3.1 ANOVA Results
  • 3.2 Regression Analysis Results
  • 4 Discussion and Conclusion
  • Acknowledgments
  • References
  • Designing Affective and Pleasurable Design Interactions
  • Influence of Individual Fashion Item Images on the Image of Coordinates
  • Abstract
  • 1 Introduction
  • 2 Impression Formation
  • 3 Experiment
  • 3.1 Experimental Method
  • 3.2 Experimental Images
  • 4 Experimental Result
  • 4.1 Impression Structure of Items and Coordination
  • 4.2 Relationship Between the Image of Items and that of Coordination for Each Principal Component
  • 4.3 Variation in Coordination Image by Main Component
  • 5 Summary and Future Work
  • Acknowledgments
  • References
  • Estimation of Unconscious Preference Judgment with Near-Infrared Spectroscopy
  • Abstract
  • 1 Introduction
  • 2 Previous Research
  • 3 The Present Study
  • 3.1 Visual Stimulus
  • 3.2 Measurement of Brain Activity
  • 4 Experimental Method
  • 5 Analysis Method
  • 6 Results and Discussion
  • 7 Summary and Outlook
  • Acknowledgments
  • References
  • Analysis of Change in Purchasing Motivation by Tone of Product-Recommendation Agent in Electronic Commerce Site
  • Abstract
  • 1 Introduction
  • 2 Previous Research
  • 3 Experiment on the Degree of Influence of Tone on Purchase Motivation
  • 3.1 Experiment Preparation
  • 3.2 Experimental Procedure
  • 4 Results and Analysis
  • 4.1 Relationship Between Purchase Motivation and Tone
  • 4.2 Tone
  • 4.3 Usability
  • 5 Consideration
  • 5.1 Impact of Tone on Purchase Motivation
  • 5.2 Impression of Tone
  • 5.3 Usability
  • 6 Summary and Future Prospects
  • References
  • Interference Thermal Sensation Simulation Using Visual and Auditory Stimuli
  • Abstract
  • 1 Introduction
  • 2 Related Studies
  • 3 Preliminary Experiment
  • 3.1 Heat Selection
  • 3.2 Experimental Result
  • 4 Main Experiment
  • 4.1 Combination of Experiments
  • 4.2 Experimental Environment
  • 4.3 Experimental Procedure
  • 4.4 Experimental Results and Discussion
  • 5 Conclusions
  • Acknowledgments
  • References
  • Effectiveness of Communicating Personalized Values Related to Physical Exercise to Enhance Motivation
  • Abstract
  • 1 Introduction
  • 2 Related Research and Research Approach
  • 3 Methods
  • 3.1 Planning
  • 3.2 Questionnaire
  • 3.3 Motivation
  • 3.4 Measuring Amount of Physical Exercise
  • 4 Results
  • 4.1 Data
  • 4.2 Analysis
  • 5 Conclusion and Future Research
  • References
  • Research on Memory Factors of City Souvenir
  • Abstract
  • 1 Introduction
  • 1.1 Definition of the City Souvenir
  • 1.2 The Relationship of City Memory and City Souvenir
  • 2 Method
  • 2.1 Collect the Design Elements
  • 2.2 Case Analysis
  • 3 Design of "The Weight of Shanghai"
  • 3.1 Selection of the Design Elements
  • 3.2 Design Performance
  • 4 Conclusion
  • References
  • Affective Value and Kawaii Engineering
  • Relationship Between Physical Attributes of Spoon Designs and Eye Movements Caused by Kawaii Feelings
  • Abstract
  • 1 Introduction
  • 2 Literature Survey
  • 2.1 Affective Engineering and Researches on Kawaii Feelings
  • 2.2 Experiment on Comparison of Spoon Designs
  • 3 Experimental Method
  • 3.1 Selection of Attributes for Spoon Designs
  • 3.2 Candidates of Spoon Designs
  • 3.3 Spoon Comparison System
  • 3.4 Experiment Setup and Procedure
  • 4 Experimental Results and Discussion
  • 4.1 Cumulative Result
  • 4.2 Questionnaire Result
  • 4.3 Result of Eye Movement Data
  • 4.4 Comparison Results Among Physical Attributes, Cumulative Result, and Eye Movement Data
  • 5 Conclusion
  • Acknowledgments
  • References
  • Are Kawaii Products Valuable to Chinese Customers?
  • Abstract
  • 1 Introduction
  • 2 Methodology
  • 3 Results
  • 4 Discussion and Conclusion
  • Acknowledgments
  • References
  • How to Model Value-Creating Communication: Coaching Process as an Example
  • Abstract
  • 1 Introduction
  • 2 Coaching
  • 3 Observation and Analysis of Coaching Process
  • 3.1 Observation Method
  • 3.2 Case Study
  • 3.3 Features of Coaching Process
  • 4 Analysis and Discussion by Bayesian Network
  • 4.1 Bayesian Network
  • 4.2 Constructing a Bayesian Network Model
  • 4.3 Analysis Focusing on the Values that the Client Emphasizes in Each Phase
  • 5 Summary
  • References
  • Participation in a Virtual Reality Concert via Brainwave and Heartbeat
  • Abstract
  • 1 Introduction
  • 2 Methods
  • 2.1 System Configuration for Using Brainwaves
  • 2.2 System Configuration for Using Heartrates
  • 2.3 Virtual Reality Concert
  • 2.4 Generating Visual Effects by Using Brainwaves
  • 2.5 Generating Visual Effects by Using Heartbeats
  • 2.6 Experiments
  • 2.7 Questionnaire
  • 3 Results and Discussion
  • 3.1 Analyses of the System Using Brainwaves
  • 3.2 Analyses of the System Using Heartbeats
  • 3.3 Results of Questionnaire
  • 4 Conclusion
  • References
  • Evaluation of Immersive Feeling in VR System with HMD by fNIRS Measurement
  • Abstract
  • 1 Introduction
  • 2 Experimental Method
  • 2.1 System and Content
  • 2.2 Evaluation Method
  • 3 Experimental Results
  • 3.1 System and Contents
  • 3.2 Experimental Results and Discussion
  • 4 Conclusions
  • References
  • Evaluation of "Feelings of Excitement" Caused by a VR Interactive System with Unknown Experience Using ECG
  • Abstract
  • 1 Introduction
  • 2 System Designs
  • 3 Game Content
  • 4 Preliminary Experiment
  • 5 System Improvements
  • 6 Evaluation Experiment
  • 6.1 Experimental System
  • 6.2 Experimental Method
  • 7 Experimental Results
  • 7.1 Outline
  • 7.2 Questionnaire Results
  • 7.3 ECG Results
  • 8 Discussion
  • 9 Conclusion
  • References
  • Kansei Engineering
  • Measurement of Surface and Virtual Prototyping for Kansei Engineering
  • Abstract
  • 1 Introduction
  • 2 Surface Shape Measurement and Statistical Modeling
  • 2.1 Measurement of Paper Surface Shape
  • 2.2 Statistical Modeling of Paper Surface Normal Vectors
  • 3 Reflection and Transmitted Light Measurement and Statistical Modeling
  • 3.1 Measurements of Reflection and Transmitted Light
  • 3.2 Statistical Modeling of Reflection and Transmitted Light
  • 4 Kansei Evaluation
  • 5 Statistical Features and Kansei Evaluation
  • 6 Conclusion
  • References
  • Kansei Ergonomic Study of Body Brush Development
  • Abstract
  • 1 Introduction
  • 2 Test of Prototypes
  • 2.1 Methods
  • 2.2 Results
  • 3 Test of Production Candidates
  • 3.1 Methods
  • 3.2 Results
  • 4 Conclusion
  • Development and Evaluation of Ankle Mobility VR Rehabilitation Game
  • Abstract
  • 1 Introduction
  • 2 VR-Based Rehabilitation Support System for Upper Extremity with Force Feedback
  • 2.1 Fundamental System Configuration Corresponding to Motor Learning Theory
  • 2.2 Throwing Ball System
  • 2.3 3D Maze System
  • 3 VR-Based Rehabilitation Support Game for Keeping Ankle Mobility
  • 3.1 Purpose of Development
  • 3.2 System Overview
  • 3.3 Evaluation Through a Trial Use
  • 4 Conclusion
  • References
  • Persuasive Semantics of Aging Health Products Based on AHP and Kansei Engineering
  • Abstract
  • 1 Introduction
  • 2 Kansei Engineering
  • 3 The Analytic Hierarchy Process
  • 4 Research Process
  • 5 Case Studies
  • 5.1 Using KE Method to Evaluate the Healthy Product of the Elderly
  • 5.2 Statistical Analysis of Questionnaire Data
  • 5.3 Analyze the Weight of the Product with AHP Analytic Hierarchy Process
  • 6 Summary
  • Acknowledgments
  • References
  • Development of Remote Control Unit of Domestic Water Heater by Kansei Engineering
  • Abstract
  • 1 Introduction
  • 2 Design Process by Kansei Engineering
  • 3 Concept Describing on Upper Process
  • 3.1 Experiment and Concept Mapping
  • 3.2 Quantification Theory Type I
  • 4 Experiment for Display Design
  • 5 Usability Testing
  • 6 Experiment to Determine Chassis Design
  • 7 Conclusion
  • References
  • History of Kansei Engineering and Application of Artificial Intelligence
  • Abstract
  • 1 Introduction
  • 2 Methods of Kansei Engineering
  • 3 Overviews of New Product Development
  • 3.1 A List of New Product Development Based on Kansei Engineering
  • 3.2 Development of AI and VR System Based on Kansei Engineering
  • 4 Remarks
  • References
  • A Study on the Approach of Redesign Based on Consumer Awareness of Traditional Handicrafts, with Longevity Lock, as an Example
  • Abstract
  • 1 Introduction
  • 2 Method
  • 2.1 Selection of Experimental Samples and Summary of Design Elements
  • 2.2 Respondents
  • 2.3 Summary of the Questionnaire on Design Elements of the Longevity Locks
  • 2.4 Process of Analysis and Design
  • 2.5 Product Selection by Consumers
  • 2.6 Formulas
  • 2.7 Results and Analysis
  • 3 Conclusion and Significance
  • References
  • Integrated Design
  • Modeling the Relationship Between Stress and Appetite to Create a Dish Recommendation System Based on Desired Nutrients
  • Abstract
  • 1 Introduction: General Concept of Dish Recommendation System
  • 2 Future Work: Dish Recommendation System Using Wearable Device
  • 3 Experiment: Stress Measurement and Desired Dish Survey
  • 4 Results and Analysis
  • 4.1 Relationship Between SPSS and MBP
  • 4.2 Relationship Between SPSS and Desired Nutrients
  • 4.3 Relationship Between MBP and Desired Nutrients
  • 5 Discussion
  • 6 Conclusions
  • Acknowledgements
  • References
  • Assessing Symptoms of Excessive SNS Usage Based on User Behavior and Emotion: Analysis of Log Data
  • Abstract
  • 1 Introduction
  • 2 Literature Review
  • 2.1 SNS Addiction
  • 2.2 Data Collection Application
  • 3 Methodology
  • 3.1 Dataset
  • 3.2 Defining Session Characteristics
  • 4 Results
  • 4.1 Overall SNS Usage
  • 4.2 User Activities
  • 4.3 Relationships Among Variables
  • 4.4 SNS Usage and Addiction
  • 5 Discussion
  • 6 Conclusion
  • Acknowledgements
  • References
  • Transformable Camping Cart Design for a Jack Company
  • Abstract
  • 1 Introduction
  • 2 Design Approach
  • 2.1 SWOT Analysis
  • 2.2 Seeds and Needs Matrix Method
  • 2.3 Concept Generation
  • 2.4 Implementation
  • 3 Evaluation of the Prototype
  • 4 Conclusions and Future Development
  • Acknowledgments
  • References
  • Integrated Design Process: A Case of Recliner Design
  • Abstract
  • 1 Introduction
  • 2 Design Progress
  • 2.1 Analysis of Testing Prototyping and Working Mechanism
  • 3 Findings
  • 4 Discussion and Conclusions
  • Acknowledgments
  • References
  • The Design of Personal Protective Garments for Workplace: An Ergonomic Radiation Protection Design Practice
  • Abstract
  • 1 Introduction
  • 2 Design Requirements and Approach
  • 2.1 Workplace Observation
  • 2.2 Expert Interviews
  • 2.3 Radiation Shielding Garments and Materials
  • 2.4 Radiation Dose Assessment
  • 2.5 Ergonomic and Postural Adjustment Assessment
  • 2.6 Proposed Design
  • 3 Conclusions
  • Acknowledgments
  • References
  • Implication of User Behavior in Design Process
  • Memory Recall of Nouns and Adjectives Expressing Two-Color Combinations
  • Abstract
  • 1 Introduction
  • 2 Impression Formation
  • 3 Experiment
  • 4 Results
  • 4.1 Significant Difference
  • 4.2 Personality
  • 5 Summary and Future Work
  • Acknowledgments
  • References
  • Determination of the Optimal Timing for a Relaxing Stimulus
  • Abstract
  • 1 Introduction
  • 2 Stress Definition and Index
  • 3 Approach
  • 4 Experiment
  • 4.1 Measurement of Stress Load Effect
  • 4.2 Measurement of the Relaxation Effect
  • 4.3 Control of Stimulus Timing
  • 5 Results and Discussion
  • 5.1 Stress Load Effect of Calculation Task
  • 5.2 Relaxation Effect of a Stimulus
  • 5.3 Effect for Each Use Timing
  • 6 Conclusion and Future Work
  • Acknowledgements
  • References
  • Research on Attitude Accessibility in Product Design Evaluation: Cognitive Features and Memory Network
  • Abstract
  • 1 Introduction
  • 2 Theory
  • 2.1 Implicit Cognition
  • 2.2 Attitude Accessibility
  • 2.3 Reaction Time
  • 3 Method
  • 3.1 Experiment 1: Selection of Perceptual Words and Memory Network
  • 3.2 Experiment 2: Perceptual Evaluation and Attitude Accessibility
  • 4 Analysis and Result
  • 5 Conclusion
  • References
  • Affective and Emotional Aspects of Design
  • Research on the Information Transmission Design of OTC Medicine Packaging Graphic for the Elderly
  • Abstract
  • 1 Introduction
  • 2 Research Objects and Survey
  • 2.1 Research Object
  • 2.2 Visual Characteristics and Psychological Characteristics of the Elderly
  • 2.3 Presbyopia
  • 2.4 Cataracts
  • 2.5 Float Disease
  • 3 OTC Medicine Packaging Graphic Design
  • 3.1 The Principles of OTC Medicine Packaging Graphic Design for the Elderly
  • 3.2 Survey and Analysis of OTC Medicine Packaging
  • 3.3 Analysis and Discussion
  • 4 Conclusion
  • References
  • Musical Preferences Are Influenced by Changes in Heart Rate: A Trial Study Using Step Aerobics
  • Abstract
  • 1 Introduction
  • 2 Related Work
  • 3 Experiment: Musical Preferences Focused on Genre
  • 3.1 Exercise Load
  • 3.2 Select Music
  • 3.3 Procedure
  • 4 Results and Discussion
  • 4.1 Heart Rate
  • 4.2 Preference
  • 4.3 Ease of Exercise
  • 4.4 Time Perception
  • 5 Conclusion and Future Work
  • Acknowledgements
  • References
  • Fitting School Buildings to the Requirements of Physically Disabled Students in Algeria: An Ergonomic Study
  • Abstract
  • 1 Introduction
  • 2 Methodology
  • 2.1 Method
  • 2.2 Sample
  • 2.3 Data Collection Tool
  • 2.4 Procedures: Data Analysis Was Carried Out in Four Phases
  • 3 Results Analysis and Discussion
  • 4 Conclusion
  • Categorization of Aesthetic Pleasure Derived Attributes: A Cultural Perspective
  • Abstract
  • 1 Introduction
  • 2 Hypothesis
  • 3 Methodology
  • 3.1 Participants
  • 3.2 Testing
  • 4 Results
  • 4.1 Local Objects
  • 4.2 Global Objects
  • 5 Conclusions
  • Research on User Experience Design Applications in Detail Designs of Elders' Garment Products
  • Abstract
  • 1 Background
  • 1.1 Elderly People Susceptible to Degenerative Joint Disease
  • 1.2 Elderly's Clothing Product Details Not Pertinent
  • 2 Research Methodology Based on the Core of Design Concept for the Elderly's Experience
  • 2.1 Survey and Analysis
  • 2.2 Simulation of Scenarios
  • 3 Programme Design
  • 3.1 Plan 1 (as in Fig. 4)
  • 3.2 Plan B (as in Fig. 5)
  • 3.3 Plan C (as in Fig. 6)
  • 4 Conclusion
  • Acknowledgements
  • Reference
  • Author Index

Dateiformat: PDF
Kopierschutz: Adobe-DRM (Digital Rights Management)

Systemvoraussetzungen:

Computer (Windows; MacOS X; Linux): Installieren Sie bereits vor dem Download die kostenlose Software Adobe Digital Editions (siehe E-Book Hilfe).

Tablet/Smartphone (Android; iOS): Installieren Sie bereits vor dem Download die kostenlose App Adobe Digital Editions (siehe E-Book Hilfe).

E-Book-Reader: Bookeen, Kobo, Pocketbook, Sony, Tolino u.v.a.m. (nicht Kindle)

Das Dateiformat PDF zeigt auf jeder Hardware eine Buchseite stets identisch an. Daher ist eine PDF auch für ein komplexes Layout geeignet, wie es bei Lehr- und Fachbüchern verwendet wird (Bilder, Tabellen, Spalten, Fußnoten). Bei kleinen Displays von E-Readern oder Smartphones sind PDF leider eher nervig, weil zu viel Scrollen notwendig ist. Mit Adobe-DRM wird hier ein "harter" Kopierschutz verwendet. Wenn die notwendigen Voraussetzungen nicht vorliegen, können Sie das E-Book leider nicht öffnen. Daher müssen Sie bereits vor dem Download Ihre Lese-Hardware vorbereiten.

Bitte beachten Sie bei der Verwendung der Lese-Software Adobe Digital Editions: wir empfehlen Ihnen unbedingt nach Installation der Lese-Software diese mit Ihrer persönlichen Adobe-ID zu autorisieren!

Weitere Informationen finden Sie in unserer E-Book Hilfe.


Dateiformat: PDF
Kopierschutz: Wasserzeichen-DRM (Digital Rights Management)

Systemvoraussetzungen:

Computer (Windows; MacOS X; Linux): Verwenden Sie zum Lesen die kostenlose Software Adobe Reader, Adobe Digital Editions oder einen anderen PDF-Viewer Ihrer Wahl (siehe E-Book Hilfe).

Tablet/Smartphone (Android; iOS): Installieren Sie die kostenlose App Adobe Digital Editions oder eine andere Lese-App für E-Books (siehe E-Book Hilfe).

E-Book-Reader: Bookeen, Kobo, Pocketbook, Sony, Tolino u.v.a.m. (nur bedingt: Kindle)

Das Dateiformat PDF zeigt auf jeder Hardware eine Buchseite stets identisch an. Daher ist eine PDF auch für ein komplexes Layout geeignet, wie es bei Lehr- und Fachbüchern verwendet wird (Bilder, Tabellen, Spalten, Fußnoten). Bei kleinen Displays von E-Readern oder Smartphones sind PDF leider eher nervig, weil zu viel Scrollen notwendig ist. Mit Wasserzeichen-DRM wird hier ein "weicher" Kopierschutz verwendet. Daher ist technisch zwar alles möglich - sogar eine unzulässige Weitergabe. Aber an sichtbaren und unsichtbaren Stellen wird der Käufer des E-Books als Wasserzeichen hinterlegt, sodass im Falle eines Missbrauchs die Spur zurückverfolgt werden kann.

Weitere Informationen finden Sie in unserer E-Book Hilfe.


Download (sofort verfügbar)

223,63 €
inkl. 7% MwSt.
Download / Einzel-Lizenz
PDF mit Adobe-DRM
siehe Systemvoraussetzungen
E-Book bestellen

223,63 €
inkl. 7% MwSt.
Download / Einzel-Lizenz
PDF mit Wasserzeichen-DRM
siehe Systemvoraussetzungen
E-Book bestellen