
Advances in Affective and Pleasurable Design
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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. Based on papers presented at the AHFE 2019 International Conference on Affective and Pleasurable Design, held on July 24-28, 2019, in Washington DC, USA, the book provides an inspiring guide for all researchers and professionals in the field of design, e.g. industrial designers, emotion designers, ethnographers, human-computer interaction researchers, human factors engineers, interaction designers, mobile product designers, and vehicle system designers.
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Content
- Intro
- Advances in Human Factors and Ergonomics 2019
- Preface
- Contents
- Affective and Emotional Design
- Evaluating Similarities in Visual Product Appearance for Brand Affiliation
- Abstract
- 1 Introduction
- 2 Similarity in Terms of Brand Affiliation
- 2.1 Types of Product-Related Similarity
- 2.2 Brand Levels in Product Design
- 2.3 Product-Related Similarity for Brand Affiliation
- 3 Visual Product Appearance
- 3.1 Substructures of Product Design
- 3.2 Brand Affiliation of the Substructures and Focus on Shape
- 4 Analysis of Study Parameters
- 5 Conclusion and Outlook
- References
- Emotion Measurement from Attention Analysis on Imagery in Virtual Reality
- Abstract
- 1 Introduction
- 2 Related Work
- 3 Playful Assessment with Affective Images
- 3.1 Pairs Game for Emotion Measurement
- 3.2 Affective Image Database
- 3.3 Additional Assessment
- 4 Experimental Results
- 4.1 Technical Specifications
- 4.2 Descriptive Statistics
- 4.3 Inferential Statistics
- 5 Conclusions and Future Work
- Acknowledgments
- References
- Engineering for Tomorrow: Make It Simpler and More Enjoyable
- Abstract
- 1 Introduction
- 2 Engineering Yesterday and Today
- 3 We Are Physical, So Are Our Environments
- 4 Singularity
- 5 Unemployment Issue
- 6 From Product Value to Process Value
- 6.1 Lego
- 6.2 Japanese "Do"
- 6.3 Brazing
- 7 Work for "Self"
- 8 Simple and Enjoyable Engineering: Let Us Explore and Expand the New Frontier
- 9 Summary
- References
- Designing Emotional Product Design: When Design Management Combines Engineering and Marketing
- Abstract
- 1 Introduction
- 2 Paper Objective
- 3 Shaping Emotion in the Design and Consumption of Products
- 3.1 Discussions Amongst Philosophers and Psychologists
- 3.2 The Notion of Emotion in the Context of Product Design
- 4 Emotion in Design Management
- 5 Emotion in Engineering
- 5.1 Ergonomics - Seeking to Elicit Emotions from the Consumer
- 5.2 Kansei Engineering - Measuring Human Interaction with Products
- 6 Emotion in Marketing
- 6.1 Impulse Buying - How to Delight Consumers
- 6.2 Branding - Creating Emotional Engagement with Companies
- 7 Designing Development of Developing Design
- 7.1 Scholarship of Design as an Academic Discipline
- 7.2 Future of Emotional Product Design
- 8 Conclusion
- References
- Evaluating the Interaction Between Human Walking and Two-Dimensional Emotion Variation by Using Physiological Signals
- Abstract
- 1 Introduction
- 2 Explore Relationship Method Using Two Maps
- 2.1 Two-Dimension Emotion Map
- 2.2 Two-Dimension Walking Condition Map
- 3 Walking-Emotion Relationship Experiment
- 3.1 Experimental Scenario and Protocol
- 4 Evaluating the Relationship Using Corresponding Results
- 5 Results and Discussion
- 5.1 Corresponding Results Between Walking and Emotion
- 5.2 Discussion of the Corresponding Results
- 6 Conclusion
- References
- The Influence of Culture in Product Form Preference as Momentary Experience in Online Shopping
- Abstract
- 1 Introduction
- 2 Method
- 2.1 Three Types of Product Form
- 2.2 Product Selection
- 2.3 Apparatus
- 2.4 Participants
- 3 Result
- 4 Discussion and Conclusion
- Acknowledgement
- References
- Design and Research of Infusion Assistant Products for Children: Take the Design of Children's Infusion Hand Plate and the Mask of Medical Staff as an Example
- Abstract
- 1 Introduction
- 2 The Purpose and Significance of the Study
- 3 Research Process
- 4 Literature Reviewed
- 4.1 Research on Emotional Design
- 4.2 Research on the Current Situation of Children's Infusion Aided Products Design
- 5 Design Investigation
- 5.1 Overview of Children's Infusion Hand Plate
- 5.2 User Survey
- 5.2.1 Investigation and Analysis on the Pain Points of Children's Infusion
- 5.2.2 Analysis of Parents' Interview
- 5.2.3 Interview and Analysis of Medical and Nursing Staff
- 5.3 Design Position
- 5.3.1 User Position
- 5.3.2 Product Position
- 5.4 Size Analyze
- 6 Product Design
- 6.1 Design of Children's Transfusion Hand Plate
- 6.1.1 Design Concept
- 6.1.2 Selection and Comparison of Grass Models
- 6.1.3 Display of Effect Pictures
- 6.1.4 Effect Picture of Medical Staff Mask
- 6.1.5 Effect Diagram
- 6.1.6 Product Color Matching Design
- 7 Design Physical Model and Feasibility Assessment
- 8 Summary
- References
- Emotional Interaction Design
- Time Consciousness in Relation to Emergent Typography
- Abstract
- 1 Introduction
- 1.1 Gestalt Theory and Reading Patterns in the Context of Cognitive Psychology
- 1.2 The Neurology of Ambiguity
- 1.3 The Interplay Between Protensions and Retention in the Context of Phenomenology
- 2 Quality Time
- 3 The Perception of Time Intensity and Time Extensity
- 4 Towards a Descriptive Model of Time Perception
- 5 Time Perception and Time-Based Typography
- 6 Conclusion
- References
- A Big Shift in Engineering: From Product to Society
- Abstract
- 1 Humans and Products Work Together
- 2 From Reproducibility to Adaptability
- 3 From Outside of the System to Inside
- 4 From Explicit to Tacit World
- 5 From Conversation to Communication
- 6 Living and Nonliving Things Work Together in the Same Team
- 7 Summary
- References
- Influence of Visual Non-verbal Information on Information Transmission to Audience
- Abstract
- 1 Introduction
- 2 Previous Research and Research Objective
- 2.1 Previous Research: Influence of the Representation of the Speaker's Figure on Information Transmission [7]
- 2.2 Research Objective
- 3 Evaluation Experiment
- 3.1 Presentation Videos
- 3.2 Experimental Method
- 3.3 Questionnaire and Test Items
- 4 Experimental Results
- 4.1 Feeling of Transmission
- 4.2 Degree of Transmission
- 4.3 Impressions
- 4.4 Memorability
- 5 Conclusion
- Acknowledgements
- References
- Development of a Pupil Response System with Empathy Expression in Face-to-Face Body Contact
- Abstract
- 1 Introduction
- 2 Analysis of Pupil Response During Body Contact
- 2.1 Experimental Method
- 2.2 Analysis of Pupil Response
- 3 Pupil Response System with Empathy Expression
- 3.1 Concept
- 3.2 Development of the System
- 4 Conclusion
- Acknowledgments
- References
- An Experimental Study on Evaluating Glare in Blue Light Exposure
- Abstract
- 1 Introduction
- 2 Proposal of Blue Light Exposure to Improve Intellectual Concentration
- 2.1 Principle of Intellectual Concentration Improvement by Blue Light Exposure
- 2.2 Design of Blue Light Source
- 3 Glare Evaluation Experiment
- 3.1 Purpose and Outline of Experiment
- 3.2 Methods
- 3.3 Results
- 3.4 Discussions
- 4 Conclusion
- Acknowledgments
- References
- User-Centered Design Research: Case Study of Baby Bottle Sterilizer Design
- Abstract
- 1 Introduction
- 2 Analysis of Users
- 2.1 User Group Analysis
- 2.2 User's Purchasing Psychological Needs
- 2.3 Actual Use of the Product
- 3 Market Research
- 3.1 Basic Overview Disinfection Cabinet
- 3.2 Current Disinfection Technology
- 3.3 China Disinfection Cabinet Industry Status
- 4 Product Design
- 4.1 Design Strategy
- 4.2 Appearance Design
- 4.3 Structural Design
- 5 Consumer Psychology and Marketing
- 5.1 Accurate Market Positioning
- 5.2 Personalized Product Design
- 5.3 Advertising with Emotional Persons
- 6 Design Reflection
- 7 Summary
- References
- Sensory Engineering and Emotion
- Sensory Engineering in the IoT Connected Society
- Abstract
- 1 Engineering Yesterday and Today
- 2 From Functions to Adaptability
- 3 From Verbal to Nonverbal
- 4 From Hard to Soft
- 5 Holistic Sensor
- 6 Emotion
- 7 Summary
- References
- Artificial Intelligence and Natural Intelligence
- Abstract
- 1 We're Physical, and so is Our Environment (Kevin Ashton)
- 2 Mind
- 3 Knowledge and Wisdom
- 4 Soft Robots
- 5 Changes Yesterday and Today
- 6 From Outside to Inside
- 7 From System Identification to System Creation
- 7.1 System Identification
- 7.2 System Creation
- 8 Summary
- 8.1 Engineering as Is
- 8.2 Engineering to Be
- 8.3 Final Remark
- References
- Evaluation of Emotions Induced by 2D and 3D Video Systems in a Two-Dimensional Emotion Space
- Abstract
- 1 Introduction
- 2 Principle of NIRS Analysis
- 3 Affect Grid Method
- 4 Semantic Differential (SD) Method
- 5 Physiological Index Measurement Experiment During Video Viewing
- 6 Statistical Analysis Method
- 7 Results
- 7.1 Result of Subjective Index
- 7.2 Result of Physiological Index
- 8 Discussion
- 9 Conclusion
- Acknowledgements
- References
- Evaluation of Feel of Fishing Reel by Elucidating the Relationship Between Tactile Sensation and Gear Vibration
- Abstract
- 1 Introduction
- 2 Design of Tooth Flank of Face Gear for Generating High Mesh Frequency Vibration
- 2.1 Method for Generating High Mesh Frequency Vibration
- 2.2 Design of Groove Width and Number of Grooves by 3D Simulation
- 3 Investigation of Influence of Number of Grooves Using Vibration Simulator
- 3.1 Design of Experiment
- 3.2 Results of Experiment
- 4 Elucidation of the Phenomenon of Vibration Sensation Improvement
- 4.1 Elucidation of Phenomenon Based on Transient Response
- 4.2 Meaning of Tactile-Response Delay Time
- 4.3 Validation of Concept of Tactile-Response Delay Time
- 5 Conclusion
- References
- Motivation Engineering in Healthcare
- Evaluation of Psychological Emotions During Fragrance Exposure by Chaotic Analysis of Fingertip Plethysmography
- Abstract
- 1 Introduction
- 2 Purpose of the Experiment
- 3 Experimental Environment
- 4 Experimental Device
- 5 Experimental Method
- 5.1 Odor Cell Determination
- 5.2 Flow of Experiment
- 6 Analysis Method
- 6.1 Determination of Embedding Time
- 6.2 Measurement of Fluctuation of Attractor by Lyapunov Index
- 7 Experimental Results
- 7.1 Relationship Between Odor Intensity and Essential Oil Concentration
- 7.2 Relationship Between Sensory Strength of Odor and Comfort/Discomfort
- 7.3 Relationship Between Attractor Fluctuation and Pleasure/Discomfort Values
- 8 Discussion and Conclusion
- References
- Improvement of Health Behavior Based on Health Information Feedback
- Abstract
- 1 Introduction
- 2 Framework of Health Information Feedback
- 3 Health Information Feedback Using Digital Signage
- 3.1 Activity Meter with BLE Communication
- 3.2 Analysis of Cumulative Number of Steps
- 3.3 Push Type Digital Signage
- 4 Evaluation Experiment
- 4.1 Experimental Method
- 4.2 Experimental Result
- 5 Conclusions
- Acknowledgements
- References
- Analysis of Answering Time Data for Cognitive Task to Investigate Intellectual Concentration
- Abstract
- 1 Introduction
- 2 Cognitive Model and Analysis Method
- 2.1 Working State Model Considering Concentration Depth
- 2.2 Answering Time Data Fitting Method
- 3 Data Analysis
- 3.1 Experimental Data Details
- 3.2 Results and Discussion on Working Environment
- 3.3 Results and Discussion on Working Motivation
- 4 Conclusion
- Acknowledgments
- References
- Affective Value and Kawaii Engineering
- Gender Differences in the Influence of Interaction with Product Information on Selection Results
- Abstract
- 1 Introduction
- 2 Related Studies
- 3 Experimental Method
- 4 Experimental Result
- 5 Analysis Method
- 6 Analysis Result and Discussion
- 7 Conclusion
- References
- Communication in Which Ambiguity Triggers Value Creation
- Abstract
- 1 Introduction
- 2 Manufacturing in Which Ambiguity is a Source of Risk
- 3 Manufacturing in Which Ambiguity Leads to Value Creation
- 4 Value-Creating Communication
- 5 Concluding Remarks
- References
- Evaluation of Kawaii Feelings Caused by Stuffed Animals to Reduce Stress
- Abstract
- 1 Introduction
- 2 Preliminary Experiment
- 2.1 Objective
- 2.2 Experimental Method
- 2.3 Experimental Results
- 3 Experiment
- 3.1 Objective
- 3.2 Method
- 3.3 Analysis Results
- 4 Discussion and Conclusion
- References
- The Analysis of Kawaii Fashion in Thailand and Japan Using Colorfulness Metrics
- Abstract
- 1 Introduction
- 2 Research Objective
- 3 Related Works
- 4 Research Method
- 4.1 Data Collection
- 4.2 Data Preprocessing
- 4.3 Data Analysis
- 5 Result and Discussion
- 6 Conclusion and Future Work
- Acknowledgment
- References
- Gamified Sharing Economy: The Role of Game Elements in Sharing Economy
- Abstract
- 1 Introduction
- 2 Sharing Economy
- 3 Gamification
- 4 Method of Study
- 5 Airbnb
- 6 Role of Game Elements
- 6.1 Badges
- 6.2 Constraints and Challenges
- 6.3 Emotions
- 6.4 Relationships/Social Comparison
- 6.5 Feedback
- 6.6 Rewards/Virtual Goods
- 7 Conclusion
- Acknowledgements
- References
- Research on Platform Design with Tolerance of Non-errors in Users Successive Designing
- Abstract
- 1 Introduction
- 2 Methodology and Discussion
- 3 Conclusion
- Acknowledgements
- References
- Analysis of Color Language in Poster Design
- Abstract
- 1 Summary of the Research on Poster Color Language
- 2 The Function and Effect of Color Language
- 2.1 Color Language Fostering Environment Atmosphere
- 2.2 Color Language Triggers Emotional Resonance
- 2.3 Color Language Communication Information Exchange
- 3 Coloring Language of Posters
- 3.1 Color Language Communication Information Exchange
- 3.1.1 Vibration Effect of Color
- 3.1.2 Application of Op Art in Poster Colors
- 3.1.3 Contrast Color Applied in the Poster
- 3.2 Similar Colors Emphasize Theme Expression
- 3.2.1 Similar Colors in Poster Design Applications
- 3.2.2 Color Personality Language
- 4 Constellation Poster Design in Color Language
- 4.1 Analysis of Constellation Characteristics and Their Representative Colors
- 4.2 Constellation Poster Design
- 5 Summary
- References
- Case Study on Innovative Design of PTC Peripheral Products Based on Caring People
- Abstract
- 1 Introduction
- 2 Design Project Introduction
- 2.1 PTC Thermal Materials and Principles
- 2.2 The Main Features of PTC
- 2.3 Thematic Design Activities
- 2.3.1 Design Preparation Stage
- 2.3.2 Design Implementation Phase
- 2.3.3 Design Display Evaluation Verification Phase
- 3 Thematic Design Results Show
- 3.1 Case: Multi-function PTC Heating Penholder [7]
- 3.1.1 Competitive Product Analysis
- 3.1.2 Disadvantages of the Prior Product
- 3.2 Design Analysis
- 3.2.1 Design Ideas
- 3.2.2 Design Effect Display
- 3.2.3 Advantages of This Design
- 3.2.4 Key Points of This Design Concept
- 3.2.5 Related Design Studies
- 4 Conclusion
- Acknowledgments
- References
- Effects of Mobile Application Icon Complexity and Border on College Students' Cognition
- Abstract
- 1 Introduction
- 2 Method
- 2.1 Design
- 2.2 Materials
- 2.3 Participants
- 2.4 Procedures
- 3 Results
- 3.1 Response Time
- 3.2 Error Times
- 4 Discussion
- 5 Conclusions
- Acknowledgments
- References
- Affective Design of a Tailor Made Product Led by Insights from Big Data
- Abstract
- 1 Introduction
- 2 Research Methods
- 2.1 Raw Data Acquisition and Pre-processing
- 2.2 Data Analysis
- 3 Research Result
- 4 Discussion
- 5 Conclusion
- Acknowledgments
- References
- Kansei Engineering
- Role of Narratives in Visualizing Product Form
- Abstract
- 1 Product Form and Narrative
- 2 Visualizing Product Form
- 3 Role of Narrative
- 4 Conclusion
- References
- Kansei Engineering and Quality Function Deployment: Development of Methodology for the Identification of User-Centralized Project Improvements
- Abstract
- 1 Introduction
- 1.1 Methodology Under Study
- 1.2 Goals
- 2 Methods
- 2.1 First Objective
- 2.1.1 Definition of the Kansei Methodology
- 2.1.2 Definition of Quality Function Deployment
- 2.1.3 Method of Four Phases
- 2.2 Second Objective
- 2.2.1 Methodological Integration
- 2.2.2 Presentation of the Three Phases of the Methodology for Integration
- 2.2.3 Applications of Techniques and Results Expected by Phases
- 3 Conclusions
- References
- Five Years of Hiroshima Kansei Innovation Council: Local Government Promotion Activities of Kansei Engineering and Ergonomics to Local Industries
- Abstract
- 1 Introduction
- 2 Activities
- 2.1 Kansei Innovation Lecture Series and Publications
- 2.2 Supporting Monitor Panel and Evaluation Experiments
- 2.3 Matching with Experts
- 2.4 Cooperating with Different Organizations
- 3 Product Development Cases
- 3.1 Hand Grip Poles from Sunpole Co. Ltd.
- 3.2 Food Packaging Development at Hirotsuku Co. Ltd.
- 3.3 Hygiene White Cap Improvement at Shigemori Co. Ltd.
- 4 Conclusion
- References
- A Case Study on Turkish Tea Glasses and Kansei Engineering
- Abstract
- 1 Introduction
- 2 Methodologies
- 2.1 Spanning the Semantic Space
- 2.2 Collection of Specimens
- 2.3 Spanning the Space of Properties
- 2.4 SD Survey
- 2.5 Subjects
- 2.6 Synthesis
- 3 Findings
- 3.1 Affective Dimensions
- 3.2 Factor Analysis
- 3.3 Principle Component Analysis (PCA)
- 3.4 Partial Least Square (PLS)
- 4 Conclusion
- 5 Discussion
- References
- 2D FFT and AI-Based Analysis of Wallpaper Patterns and Relations Between Kansei
- Abstract
- 1 Introduction
- 2 Kansei Evaluation Experiment and Analysis of Wallpaper
- 2.1 Kansei Evaluation Experiment
- 2.2 Analysis with PCA and QT1
- 2.3 Texture Analysis with 2D FFT and Relations Between Kansei
- 2.4 Convolutional Neural Network Learning of Wallpaper Patterns and Relations Between Kansei
- 3 Conclusion
- References
- Investigation of Happiness Index by Kansei Engineering and Positive Psychology
- Abstract
- 1 Introduction
- 2 Measuring Subjective Happiness in Work
- 2.1 Verifying Extracted Happiness Component Using Factor Analysis
- 2.2 Identify Happiness Index from Results of Factor Analysis
- 3 Regression Analysis to Measure the Relationship Between General Happiness and PERMAIg Components
- 4 Conclusion
- References
- Affective Design of Store Window Displays for Selected Philippine Retail Brands: Guidelines for an Affective Visual Merchandising
- Abstract
- 1 Introduction
- 2 Methods
- 2.1 Preliminary Assessment
- 2.2 Data Collection
- 2.3 Data Gathering
- 2.4 Interpretation
- 3 Results and Discussion
- 3.1 Illumination
- 3.2 Colors
- 3.2.1 Universal Single Colors
- 3.2.2 Warm Tones vs. Cool Tones
- 3.2.3 Bright Colors vs. Neutral Colors
- 3.2.4 Color Scheme
- 3.3 Signages
- 3.3.1 Types of Words
- 3.3.2 Font Styles
- 4 Conclusion and Recommendations
- References
- Exploring the Relationship Between Shape of Smartphone and Identity
- Abstract
- 1 Introduction
- 2 Previous Researches on Identity in Design
- 3 Preliminary Experiment
- 3.1 Purpose and Method
- 3.2 Preliminary Results
- 4 Experiment
- 4.1 Purpose and Method
- 4.2 Experiment Results
- 5 Conclusion
- Acknowledgements
- References
- A Study on the Perception of Wireless Headphone Form Design Based on Kansei Engineering
- Abstract
- 1 Introduction
- 2 Theoretical Background
- 2.1 Kansei Engineering
- 2.2 Quantification Theory Type I
- 2.3 Methodology
- 3 Case Study
- 3.1 Selection of Typical Descriptive Vocabulary
- 3.2 Selection of Typical Wireless Headphone Samples
- 3.3 Building the Semantic Differential (SD) Scale
- 3.4 Statistical Analysis and Design Interpretation
- 4 Conclusion
- Acknowledgment
- References
- Research on City Brand Identity Design Based on Perception
- Abstract
- 1 Introduction
- 2 Experimental Designs
- 2.1 Research Method
- 2.2 Selection of Experimental Samples
- 2.3 Experimental Scheme and Process Control
- 3 Results and Discussions
- 3.1 Reliability Analysis of Scale
- 3.2 Factor Analysis
- 3.3 Preference Correlation
- 3.4 Discussion
- 4 Design Principles of Urban Brand Logo
- 5 Conclusion
- Acknowledgments
- References
- Improving Garbage Receptacles: Designing an Affective Garbage Receptacle that Influences Human Behavior Towards Littering
- Abstract
- 1 Introduction
- 2 Methods
- 2.1 Data Collection
- 2.2 Analysis
- 3 Results and Discussion
- 3.1 Color
- 3.2 Pattern
- 3.3 Logo
- 3.4 Form
- 3.5 Capability
- 3.6 Signage
- 3.7 Simulation Results
- 4 Presentation of Design
- 5 Conclusion and Recommendations
- References
- Intelligent Recommendation System for Eyeglass Design
- Abstract
- 1 Introduction
- 2 Kansei Analysis
- 2.1 Likert Scale
- 2.2 Quantitative Theory I Mathematical Model
- 2.3 Mathematical Model Solving and Analysis
- 3 System Construction
- 4 Conclusions
- Acknowledgments
- References
- A Study on Tea Drinking Experience Factors of Kong Fu Tea in Southern Fujian Province of China
- Abstract
- 1 Introduction
- 2 Research Process
- 3 Results and Analysis
- 3.1 Results of Experience Factors Extracting
- 3.2 Results and Analysis of QTTI
- 4 Notice of Creating Good Experience of Kong Fu Tea in Southern Fujian Province
- 5 Conclusion
- References
- Virtual Performance and Evaluation System of Garment Design Based on Kansei Engineering
- Abstract
- 1 Introduction
- 2 Theoretical Background
- 2.1 3D Body Scanning Technology
- 2.2 Virtual Fitting
- 2.3 Perceptual Evaluation
- 3 Case Study
- 3.1 Fast Acquisition and Modeling of Digital Human Body Model Data
- 3.2 3D Clothing Design and Virtual Performance
- 3.3 Perceptual Evaluation of 3D Clothing Design and Virtual Performance
- 3.3.1 Obtaining the Evaluation Dimension
- 3.3.2 Obtaining Evaluation Factor
- 3.3.3 Constructing a Mapping Model Between Clothing and Emotional Imagery
- 4 Conclusion
- Acknowledgments
- References
- Author Index
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